Ooooooh things are looking even prettier on the island. One of the main visual changes has been our first past on terrain grass and foliage across the whole island. Grass, wildflowers, bushes, cliffside vegetation, there is a little bit of something nearly everywhere now. Super optimised shaders have allowed us to be pretty free spirited with it and as time goes on we can adjust density to make sure these things stay unobtrusive.
We have continued our set dressing of the main areas, this time the rooftops in the village look alot more lived in as well as scaffolding around the crumbling houses.
So here is the full list of what’s new and changed in Elegos.
Improvements
Modding
Language modding has been expanded to a more well formed object that supports UI strings (as before), more metadata and dialogue in the future
Wiki updated with a more organised materials page, more images and new languages object
Added some more logging lines for when JSON can’t be correctly deserialized
Audio
Updated the audio mixer to have a less jarring duck of the non-environmental sounds when dialogue plays
Added new creak sounds to Wooden Bridges
World
Added Danger Sign prop near Garden cliff edge
Moved statue pieces around on boat to allow for better player freedom of movement
Realigned top of pier steps to fit new terrain better
Crouching section added back in situ to Smuggler's Route Overhang
Various assets missing colliders have now been updated.
New bush variations added and scattered
Main Village Rooftops set dressing
Dilapidated houses set dressing
Terrain details and cliff foliage first pass
Visual
Terrain painted around Smuggler's Route Overhang and Tunnel to help blend better.
Smuggler's Route Tunnel repainted with new Vertex Blend Shader
Optimizations
Generated LODs and replaced old floor pieces on Smuggler's Route Overhang section
Generated LODs and created new colliders for Wooden Rope Bridge assets
We hope you enjoy all of the fixes and improvements listed above.
As always, please report any persisting or new issues through the in-game feedback tool (press F1) or join us in our Discord server and talk to us directly!
Just a short post on yet another patch for the beta - we're taking as much feedback as possible on board!
Here's the changes:
Balancing:
Removed the pushback on Rampart's force field.
The recovery after Wrecking Ball's 3rd hit and 4th hit has been greatly reduced i.e. you can dodge roll/jump much quicker after the hits. The 3rd attack can also be cancelled without losing your combo.
Full Life Damage is not a starred affix anymore.
Increased Barbed Tips initial damage.
Barbed Tips damage of each stack is reduced the more arrows there are in the enemy. 1 arrow = 40dmg, 2 arrows = 74dmg, 3 arrows = 104dmg, etc.
Removed Hand Hook's first hit and greatly reduced the lock of the last attack.
Added new Legendary Affix, exclusive to Serenade: Durability Up, the sword pet never expires. Please note that the only translations of this affix are in French or English right now.
Gilded Yumi rework: - Reduced the ammo count to 2. - Now has a 2-hit combo, which shoots the second arrow faster. - Is now considered to be a Heavy Weapon. - Increased the overall weapon speed. - Increased the base damage, reduced the crit multiplier. - Damage no longer gets split between hit enemies. - Arrows now pierce all enemies. - Bosses get dragged by the arrow more. - Reduced the arrow's speed. - No longer stuns in an AoE on hit.
Legendary Affix changes:
Double Crossb-o-matic: Super Pierce
Explosive Crossbow: Super Pierce
Heavy Crossbow: Super Pierce
Giant Whistle: Echo
Tornado: Double Speed
Spiked Boots: Run Speed on Crit
Cluster Grenade: Echo
Balanced Blade: Run Speed on Crit
Hank Hook: Bleed on Hit
Serenade: Durability Up
Level design:
Added decorations in the Panchaku Lore Room
Graphics & UI:
Weapons' icons on the HUD now fade away when their controls are locked.
Updated the credits.
Quality of life:
Made double tap input option for Dive Attack more reliable and consistent.
Added an angry eye on some animations, with the Bobby Outfit.
Bug fixes:
Fixed Scrolls on the minimap not displaying their Stat icon, when triggering Explorer's Instincts.
Fixed mutations going higher and higher on the HUD every time the player changes the "place backpack next to weapons" option.
Fixed the "Try 1BC" pop-up appearing when the player has already played 1BC at least once.
Fixed Challenge Portals graphics being messed up.
Fixed multiple crashes related to shader compilation.
Fixed being able to pet Serenade when holding it as a weapon.
Affixes now work on Leghugger and Mushroom Boi's attacks.
Fixed a crash when entering some biomes with the "secret zone visibility" option enabled.
Fixed Queen sometimes getting stuck on the "Reality Slices" phase.
Fixed some powers and effects not working properly after going through a ZDoor, as well as their visual disppearing:
Ice Armor's sprite.
Cell Bonus FX.
Lacerating Aura FX.
Wings of the Crow FX.
Fixed some sound effects getting randomly cut off. Hopefully it's fixed this time.
Fixed elite Gold Gorgers using Elite Skills when transformed by the Hunter's Grenade.
Fixed some fires and candles displaying as pink rectangles, not displaying at all, or displaying the wrong sprite.
Area effects that are directly triggered by Weapons, Grenades and Actives will now be properly affected by the source item's affixes.
Fixed Panchaku and Bobby Outfit not unlocking properly
EDIT: Known Bug that we are working to fix - Gilded Yumi can roll Pierce and Super Pierce affixes even though it now has baseline Super Pierce.
Let us know your thoughts in the Discord server or here in the comments :)
Valor is nearing full release, and as mentioned in our Early Access documentation, that means the price will be increasing slightly.
On August 12th, 2022, the price will be increasing from $4.99 to $7.99 (or your regional equivalent). This will be the final, full release price. Before August 12th, you will still be able to purchase the game for the discounted Early Access price.
Obviously, people who already own the game, will not be affected by this.
Along with that the achievements list has grown and a lot of the not yet "plugged in" achievements have been finished and should be working as intended.
I've also added 15 new weapons (such as the katana above) and 2 new shields, most of which are purchasable from town crafters. Some of the may still need a little tweaking as to how they're held, and I will continue looking into things like that, and appreciate all feedback reports, not matter how small they may seem.
Condensed live patch notes: v 0.8.1.16 2022.07.26 - Plugged in most of the remaining achievements - Added a customizable key binding for opening the player list - Revamped potion calculations to work better with new stats systems - Increased most potion durations from 5min to 10min - Reduced level difference penalties for potions and enchants - Reduced maximum level difference penalty for potions and enchants from 0% to 20% - Added 15 weapons and 2 shields - Added two-handed melee weapons and animations - Added dual wielding - Changed starting professions to award you 2 free points rather than pre-spending them
Full beta patch notes: v 0.8.1.13 2022.07.22 - Added 15 weapons and 2 shields - Added two-handed melee weapons and animations v 0.8.1.14 2022.07.25 - Fixed a bug during loading preventing beta gameplay for some players v 0.8.1.15 2022.07.25 - Added a customizable key binding for opening the player list - Revamped potion calculations to work better with new stats systems - Increased most potion durations from 5min to 10min - Reduced level difference penalties for potions and enchants - Reduced maximum level difference penalty for potions and enchants from 0% to 20% v 0.8.1.16 2022.07.26 - Plugged in most of the remaining achievements - Finished some unfinished functionality of the achievement interface - Fixed some achievement interface bugs
You may need to restart Steam for the update to begin.
Starship Simulator is officially enlisted to take part in the October '22 Steam Next Fest. That's an alarmingly short 70 days from today, and in that time I've got a tremendous amount of work to do. Starting from today I'm going to begin counting down the days, documenting all the progress as I go!
T-69 Days Time for our first update on the Next Fest countdown!
Right now I'm working hard on polishing all of the various exoplanet flavours, which need a bit of an update and refresh following the move to UE5. These are also the last thing I need to do before I can release the next development build, so I'm trying to work through them as quickly as possible.
I've started with the gas giants, and the new system has been largely homogenised into a single function that is capable of making any type of gaseous planet. So all I need to do now is tell it what type of gas planet we need and it will generate its surface accordingly. I've also designed it to be easily extendable, so if we need to add any additional types of gas planet in the future it will be quite straightforward. Scope for some rare exotic ones, etc.
I've been spamming these all over Discord, but for those who haven't joined our server yet (why not!?) (https://discord.gg/eDSQvpgdUX). Here's what gas planets now look like:
Class I
Class II
Class III
Class IV
Class V
Ice Giant
Next up I'll be working on Earthlike worlds and various silicate planets ːsteamhappyː
Hi Friends! I am glad to announce that the time has come for the Open Beta Test, everyone can take part in this. To do this, you will have to do a number of actions for the comfortable operation of the Test.
1) Switch the game to Beta Test mode in the game settings as shown in the picture above. 2) The game should be launched on Steam, not through the Steam VR panel. Because you will have to select the second option "Beta Test Custom Map" 3) Now all saves will be stored in the Folder "\Steam\steamapps\common\CYBRID\CYBRID\ Save\SaveGame" 4) All settings will be reset as the folder will change its location. (This is for future convenience) Note: This is why the game is released in Early Access, because things like this can happen. To keep all your previous settings. Copy the folder "Save" from the folder "C:\Users\"Your PC User Name"\AppData\Local\CYBRID" to the folder with the game in Steam, "\Steam\steamapps\common\CYBRID\CYBRID" later save and custom maps will be stored exactly in the "SaveGame" folder, which is located in the "Save" folder where the game is located.
About custom levels.
1) Music tracks only fit ".ogg" format 2) Music must be uploaded to the "\Steam\steamapps\common\CYBRID\CYBRID\ Save\SaveGame" folder. The saved level will also be stored there. It is enough to start the game once for this folder to appear. 3) The file name must not contain "Space", "unknown symbols", "-" or "_" 4) Do not create folders with tracks inside the "SaveGame" folder, the game will not see them and will not create a save or load it, copy the files directly to the "SaveGame" folder 5) Don't delete other ".sav" files if they don't match your music. These are the system files for the game. 6) In the editor in the upper left corner there is a button "?" it will help you with controls and hotkeys 7) To quickly switch to the Level Editor, just disconnect the helmet from the PC and when you start the game, a button will appear to go to the Level Editor
New features!
-Added a new setting for Third Person Camera. Now you can move it with your right hand, and then adjust it with the buttons in the menu for more precise settings. You can move the Game Camera to where your real camera is located.
New scoring, now all hits and shots are scored when they hit the rhythm with the music. Previously, Pistol was not tied to rhythm.
I've just updated a new version (v0.5.001) on the development branch.
This version is a preview of the "Insects & Waterfall" update. To see the new stuff : - Explore - Open your craft menu - Check the T1 biodome screen
Please report any breaking bugs in the #dev-branch-feedback channel on Steam forums or on our discord server. I'm particularly interested in anything related to performances (better performances after this update, with insects, on new biomes, ...)
Content creators should wait a bit to create content, this version is not definitive and can contain bugs.
Temporary Changelog
Major changes : - Biomass unit is now the sum of 3 units : Plants, Insects, Animals (not yet implemented) - Plants generation replace the biomass generation on existing machines - Reduced Nuclear Fusion Generator power input from 1625 to 1485 (Could lead to power shortage on your save, just add new power sources) - Larvae appears naturally in the world after the trees stage
Terraformation stages : - Reduce terraformation index required for trees stage - Reduce terraformation index required for insects stage
New Biomes : - Waterfalls - Meteor Field - Mushrooms River
New objects : - Biomass screen - Incubator - Beehive - Butterfly dome - Farm - Honey - Super food pack - Larvaes - 10 butterflies species - Bees - Silk farm - Butterfly farm - Fence (Unlockable via blueprints)
Balancing : - Increase some Tree seeds oxygen multipliers - Some tree seeds have to bee unlocked - Reduce trees spreader t1 unlocking level (from 6.5e+07 to 4.5e+07) - Reduce trees spreader t2 unlocking level (from 7.5e+09 to 6e+09) - Increase plants generation for most of plants generating machines
Bug fix: - Improve placement of objects on outside foundation grids
Misc: - Improve Polish localization (Thanks to Tominion on discord) - Improve English localization (Thanks to Neuromution on Steam forums) - 2 New golden crates - Added 2 new drop levels for end game loot (better loot in crates for current end game) - Added a background on machines informations - Add allowed surfaces for wall screens (windows, corridors, biodome) - Improve scroll on save file menu - Fix craftstation t2 title missing - Fix interiors too shiny in certain areas - Reduce trees spreader t3 number of trees (from 55 to 45) - Pod x4 is unlocked sooner with blueprints - Change some recipes : Rocket Informations, - Change some unlocking values - Added a background when hovering objects to improve readability
Performances: - Improve performance for all trees rendering (add better LODs) - Improve food growers performances - Improve fusion generator performances - Default FPS is now 60 (not infinite) - Do not spawn (and hide) herbs untill the herbs stage
Season 2 Ablaze brings new additions to the game and a fiery explosion of 120 rewards!
Roll out and ambush your enemies in never-before-seen camo netting for select tank destroyers and recon vehicles, blend into your surroundings in the summer themed uniforms, weapon finishes and warpainted vehicles.
Be rewarded for your efforts in the war and explore new types of boosters + much more!
Get Season 2 Ablaze and reap all the rewards!
WAR UPDATE
New Winning Mechanic
We are adding rewards when you win the war which you can see when a war ends.
Winning the War
When your faction wins a war, you will get +250 Warfunds for each of your active assault teams.
For the entirety of the next war the winning faction’s soldiers and assault teams will gain +5% XP bonus.
However, due to the winning faction being spread thin, all resource costs will be increased by +5%. This effect will stack for each consecutive win and reset on a loss.
Assault Team Adjustments:
Assault Teams retreating from a battlefield have been sped up by 12% which will prevent enemy units from passing by them.
NEW VICTORY SCREEN
With extra fanfare, changes have been made when a battle ends. The winning faction will be more eye-catching and a new game summary screen will be displayed as a tease for the battle report that is already being displayed when exiting an ended match.Additionally you can now see the fate of participating assault teams. When a match ends and the camera zooms out to the RTS map, destroyed assault teams will be indicated by an explosion as they are removed from the map.
INTRODUCING THE TICKET SYSTEM
This feature allows us to do more varied and customized Tickets which can be redeemed for a number of rewards, such as the Weapon Renaming Tickets and Squad Renaming Tickets found in the Battle Pass during season 2.
IMPROVED STORE INTERACTIONS
It is now easier to navigate for the boosters you need. In the booster screen open the dropdown menu and select what kind of booster you are looking for.
BATTLE PASS
SEE ALL LEVEL 10 ITEMS IN ACTION FROM ALL TIERS IN OUR NEW YOUTUBE VIDEO
Acquiring Season 2: Ablaze Battle Pass will give you:
Access to 120 levels of rewards, many with multiple rewards
Unlock new never-before-seen items
New and exclusive camouflage, weapons finishes and paint jobs
Earn 120.000 Credits and 120.000 Warfunds
Reap all the rewards with a total of 12 days Veteran Memberships
Level up faster with the new Super Boosters
Progress on your Battle Pass by playing the game the way you want to!
SEASON 2: ABLAZE CHANGES
We have adjusted the XP required to level up your Battle Pass.The XP required for Tier 1 has been cut in half while the XP requirement gradually increases per tier, with no change to the total amount of XP required to complete the whole battle pass.New Super Boosters have been added to the season's reward table, as well as Tickets for renaming gear and assault teams!
NEW ASSAULT TEAM BOOSTERS
New Assault Team Speed Boosters have been added to the Battle Pass. Activate these to give a temporary movement speed boost for all your assault teams on the war map.
REWARDS LIST OVERVIEW
TIER 1: NEW MACHINE GUNS FOR INFANTRY VEHICLES
Increase the danger of your terrain vehicles with new mounted machine guns! There are no maintenance costs on the mounted guns from the battle pass.* The new machine gun vehicle upgrades are available for purchase for players without a Battle Pass. Available for 1/4 ton 4x4 Truck, Kübelwagen and GAZ-67
TIER 2: EXCLUSIVE RANGING TRACERS [Ratio: 1:5]
Attach this to any full-auto weapons in your arsenal. 1:5 means every 5th shot will be a tracer round. The tracer starts green and over distance fades into yellow and ends red for the longest shots.
TIER 3: NEW CAMO-NETTING FOR TANK DESTROYERS
Empower your ambush with the camo-netting for the M10 Tank Destroyer, Jagdpanzer 38(t) Hetzer and SU-76M
TIER 4: SUMMER FINISHES FOR SMGs
Stand out and take on the enemy with summer finishes for the Thompson, MP-40 and PPS-43
TIER 5: SUMMER FINISHES FOR LMGs
Keep your LMGs looking fresh with this season’s skins for the M1918, MG-13 and DP-28
TIER 6: DEMOLITION GRENADE SUPPLY CRATES
Bring the destructive power of demolition grenades along your vehicles!
TIER 7: WAR PAINT FOR FIGHTER PLANES
Bring the scare to the air with Season 2’s war paints for P-40, BF-109 and YAK-9B
TIER 8: FACTION SPECIFIC TRACERS [Ratio: 1:1]
Equip these tracers to any gun that is using bullets and light up the battlefield! 1:1 means all bullets will be tracers and its color will depend on your faction.
Red Tracers for all US weapons
Yellow Tracers for all German weapons
Green Tracers for all Soviet weapons
TIER 9: FLAMETHROWER SUPPLY CRATE
Bring the barbeque to your enemy with the flamethrower vehicle crate!
TIER 10: NEW CAMO-NETTING FOR RECON VEHICLES
Move in stealth by applying this season’s camo-netting for the M8 Greyhound, SdKfz 234/2 Puma and SU BA-11
TIER 11: SUMMER FINISHES FOR BOLT-ACTION RIFLES
Hit the deck and blend in with the shrubbery with summer themed bolt-action finishes. Available for the M1903, Karabiner 98 Kurz and Mosin-Nagant
TIER 12: EXCLUSIVE WAR PAINT FOR MEDIUM TANKERS
Strike fear into the heart of your enemy with the new War Paints for the M4A3E8 Sherman, Panzer V Ausf. G and T-34/85 Model 1944