I've just updated a new version (v0.5.002) on the development branch.
This version slightly differ from v0.5.001 :
- Honey / Silk / Fabric icons changed - Butterfly dome & farm only produce insects when larvae are inside - Biomass unlocking can now be see directly via the blueprints screen - One new meteo event - Some minor changes in the world - Fix loading / saving errors when using different devices to play (Thanks to akarnokd on Discord) - Honey is produced less frequently - Some minors other tweaks
We know you’ve been waiting for this feature for quite some time already; that’s why we are excited to share with you the new inventory sorting we are working on apart from other essential changes.
In Devlog 16 we revealed the new system of elements, but it will not be possible to use its alchemical potential to the fullest without convenient sorting. Now the ingredients can be sorted by any of the 8 elements (and it works!)
Alchemy is not rocket science, but who dares say it’s not a science after all? One should know the theory in order to brew potions effectively. Each ingredient has an elemental potential for short and long distances. Short distance potential is where the ingredient might move the bottle indicator on the map with a single throw in the cauldron. It might be used, for example, to come closer to the effect accurately. E.g. this ingredient can move the indicator to the left, to the right and to the bottom on a short distance:
Long distance potential is used when you need to make a long way in one direction. The ingredient from the previous example cannot move the indicator to the left on a long distance – only to the bottom or bottom-right.
In sum, the short distance potential is used for delicate tuning within one throw of an ingredient into the cauldron, while the long distance potential is used for laying long paths. And of course, in the new sorting you can switch between these potentials!
By the way, sorting by elements also works for potions.
Moreover, we have added another sorting option by ingredient type – so salts, crystals and other ingredients might be accurately combined in groups.
We hope that the new sorting will make the process of creating potions more intuitive and clear! Stay tuned and follow our Steam Page. Also, make sure to join our Discord so you don't miss other upcoming devlogs!
Today, we’re happy to release alpha update 183 for War of Rights. It features additional customizable regiments, flag bearer updates, a spawn system rework as well as several quality of life additions and more!
Update 183 Patch Notes
Added 8 new customizable regiments to the game: 1st Maryland, 4th Rhode Island, 1st Delaware, 4th Pennsylvania, 3rd Arkansas, 8th Florida, 14th Tennessee and Holcombe Legion.
Added more items to the uniform customizer.
In an effort to reduce the amount of time large amounts of players sometimes end up fighting exclusively inside buildings, Flag bearers are now unable to spawn players while inside buildings throughout the game. They are also not able to stay inside them for longer than 30 seconds before deserting.
Flag bearers can now see how many, if any, players are queued up to spawn at their position by looking at the player state info at the lower right corner of the screen.
Remade the deployment & spawn system in an effort to eliminate any edge case spawn issues.
When playing the Skirmish game mode, players now spawn in separate companies (Co. A or B) instead of spawning all mixed up.
Server admins are now able to invert the team spawns when playing the Conquest game mode. Alternatively, they can opt with a “Random” selection should they wish to make fate decide.
When playing the Skirmish game mode and selecting the “Round Restart” server setting it now skips the post-match narration in order to better facilitate event play.
Changing the battlefield of a server now results in a loading screen being shown quicker, reducing the chance of players believing that the server is lagging or has crashed.
Fixed the Smokestacks Conquest mode area desertion issue upon spawning in.
Various binocular and revolver animation tweaks and fixes.
Adjusted sword salute and parade rest emotes.
Added revolver salute and exit and enter animations.
Fixed the left hand moving upwards for half a second when stopping moving with the revolver.
Fixed the order arms emote.
Fixed misaligned and broken subtitles on Harpers Ferry Bolivar Heights Camp skirmish area.
Fixed frock coat branch collar clipping.
Reworked camp stool model.
Fixed the aim animation so that the rifle stays in the hands of the soldier while he is turning.
Adjusted the sword melee aimpose animations.
Tweaked the sword shoulder arms idle and aimpose animations.
Fixed a number of fences that could not be vaulted across on South Mountain.
Corrected the left arm during the revolver cocking hammer animation playback while moving.
Adjusted the revolver crouch exit and enter animation.
Enabled server multi threaded pre-processing for received packets from clients.
Corrected life drain nerf as it had invalid values Mouse click now counts as "any key" for menu "continue" Fixed a bug where upgrade window would error causing the game to pause permanently
Hello everyone, today we are starting the last round of Playtest before the game release (22 Aug 2022). This round focus only on in-game Tournaments and I have to admit...it gets intense and you can sweat just from the virtual fishing competition ːlunar2019laughingpigː
TOURNAMENTS
The tournaments are divided into categories:
REGULAR TOURNAMENTS:
when the player lobby is full or entry time runs out, another tournament is created immediately
lasts shorter than a daily tournament (50 min., 40 min.,30 min., 20 min.)
max. number of participants: 10
AWARDS:
1st place - 70% of the prize pool, 100 ranking points
2nd place - 20% of the prize pool, 50 ranking points
3rd place - 10% of the prize pool, 20 ranking points
DAILY TOURNAMENTS:
a new tournament appears every 24h or when the player's lobby fills up
lasts 24h
number of participants: 22
AWARDS:
1st place - the winner takes the entire prize pool, 500 ranking points
PLAYER TOURNAMENTS:
all PUBLIC tournaments created by other players or invitations to PRIVATE tournaments.
duration: depending on the choice of the tournament creator
number of participants: at the choice of the tournament creator
AWARDS:
1st place - winner takes the entire prize pool, 0 ranking points
CREATE A TOURNAMENT:
When inviting a friend to compete, you must remember to meet all the conditions:
he must have a license for the location of your choice
must have the appropriate level in the game, both minimum and maximum
must have sufficient cash for the entry fee
AWARDS:
1st place - the winner takes the entire prize pool, 0 ranking points.
MY TOURNAMENTS:
All your tournaments that you are currently participating in
GENERAL RULES
You cannot join a tournament in the last 3 minutes of its duration.
You cannot enter a tournament that you have previously joined at the last minute of its duration.
You can't join a tournament if you don't have enough cash for the entry fee, the appropriate map, or level license.
To celebrate the much awaited opening of the Social Hub, we are organising our very first multiplayer session in Fruitasia! Come meet the Developers of Fruit Ninja VR 2, challenge them to an array of mini games, or even just hang out and chat about your experience with our game.
Don't worry if you can't make it for this session - we have 6 regional servers opening this weekend so you will be able to find other Ninjas to train with. You can switch regions in the game as well to play with other Ninjas across the world!
For more information, check out our Discord. Have fun & happy slicing!
Changed the water upgrade socket model to make it less intrusive due to popular demand.
Added new item relationships to the proximity bonus system.
Added missing Korean translations for Manhattan content.
Added heatmap coverage hints to security cameras.
Tweaked some of the translations.
Tweaked the "unacceptable" open house guest text to display more info.
Fixed an issue with the bald people epidemic for tenants.
Fixed an issue with one pesky job reviewer being stuck at the front door naked in Manhattan.
Fixed an issue with Cleaning Robots not properly saving already placed vacuums.
Fixed a number of visual glitches in Manhattan.
Fixed an issue with the door in the Theater apartment.
Fixed an issue with bills in the Danny's Tower apartment.
Fixed an issue with rent values being too high in some cases.
Fixed a few issues with untearable walls.
Fixed an issue with ghost tenants in Manhattan.
Fixed an issue with Suburbs and Manhattan related item categories and sets not being unlocked in Creative mode when Uncle Steve tutorials were disabled.
Fixed an issue with saving door color variants.
Fixed an issue with saving tenant archetype entries in Steve's Guidebook.
Fixed an issue with one of Manhattan's villas being partly obstructed by a different building.
Fixed an issue with the buy apartment main missions not properly handling edge cases where the apartment in question was already bought.
Fixed an issue with employees requesting renovation from the player.
Fixed an issue with employees breaking the contract when very unhappy.
Fixed an issue with employees asking to renegotiate.
Fixed an issue with build windows tool window display in the Slums.
Jobs
Tweaked the budget in many different jobs.
Fixed a few issues with floors in the Railway station job.
Fixed a few issues with upgrade related items being used in some jobs.
Fixed an issue with the Programmer room puzzle job.
Fixed an issue with remodelling in the Radio job.
Balance
Increased minimum renting slots to 2 after unlocking the "Rent by rooms" skill in the Skill tree.
Rebalanced the order in which various items, walls, floors and doors are unlocked through level ups (tiers split).
Fixed an issue with players receiving items from higher tiers when there were still lower tier items that had not been unlocked yet.
Fixed an issue where Manhattan items would get unlocked when the player didn't even leave the Slums yet.