Hello everyone. Fast hotfix to solve the problem dealing cards at the beginning of the turn (back to 5 instead of 6). It also fixes some things reported here and there.
As always, thanks to all of you for your support, feedback, and understanding.
Thank you for playing Cosmo Dreamer. We are pleased to announce the Ver. 2.11 update of Cosmo Dreamer.
In this version, we have made the following changes.
Correction of text Changed some words in the manual. Fixed a problem that reproduced the input of the fast-forward button when replaying replays. Fixed the screen switching effect in some stages of the practice mode.
Fixed issue where player capsules were disabling causing players to fly around. Fixed: Pausing the game during a kickoff (while its in the air) calls DeadBall and spots it at the zero yard line for some reason. Fixed: Stadium seat checkbox doesn’t work. Fixed: Field goal holding animation transition time is causing wonky physics in Realistic 1 and then breaking Field Goals. Fixed: Simulate game to end doesn’t work. It just says its a 0-0 tie every time. It should actually simulate to end. Possible Fix: The rain seems to degrade performance over time in the build. Fixed: Overtime keeps resetting at the end of each quarter. It should only do that on the first overtime quarter. Fixed: AI pass blocking sucks ass. Its too easy to run around them as a rushing DL. Fixed: Shadows are pixelated in TVCamera. Fixed: Fixed weird animation pause for NPCs when the match first starts. Stadium modifications and fixes. Added Arizona and Indianapolis.
Known Issues:
Some stadiums are too bright or have lighting issues. Realistic 1 will probably be changed to Custom 02, Wobble Sim Hard or another setting by default.
Hi ! I hope you are all doing great ! Couple of fixes with today's update.
improved UI buttons functionality
fixed issue with controller input being lost in menu
fixed handbrake causing truck to shift in to reverse
fixed clutch not working with gamepad and mouse
Additionally, if you are having problems running on windows 7:
Try running with vulkan: Go to Library > right click on Pure Rock Crawling > Properties > General Then in Launch options type: -vulkan
If that doesn't work I added pre Oct 28 build, you can access it in the steam library. Go to Library > right click on Pure Rock Crawling > Properties > Beta, select Win 7 build.
Bugs fixed: - Kaundinya now makes Bhishma counter-immune - fixed bug where no other soma-costing moves could be made after attacking with Kaundinya - Fixed bug where weapon deploy/enhancement followed by necromancy was causing server errors
Card changes: Roar now costs 7 (-1) Provoke is now Impatience - 3 Soma - Draw 2 cards; They cost 2 less this turn Weapon Enhancement: Increases weapon damage by 2 (+1) Cheat Death costs 5 (+1) Yaksha Battlemage - is now an Epic; Cost increased to 7 (+2) Yaksha Druid - Health reduced to 3 (-1); Cost increased to 4 (+1) Yaksha Swordsman - Damage reduced to 2 (-1) Yaksha Archer - Health reduced to 1 (-1) Verumkai Assassin - Cost increased to 7 (+2) Prince - Is now Epic; Cost reduced to 9 (-1) Kirmira: Is now Legendary; Max Copies: 1 Kalia Lohar: Max Copies: 1
We are trying very hard to improve the game performance without sacrificing too much visual quality. However, the minimum hardware configuration might still be higher than what people first assumed.
Normally, the performance limitations for a game come from visuals, scripts, sound, animations, and physics. The visuals is usually the most expensive in terms of performance. This is not the case for Party Animals. Besides a complex physics system, we also have to consider the quality of complicated renders, like animal fur, numerous dynamic light sources, soft shadows and AO, etc.
There doesn't really exist any physics based game that has complex visuals. To take a few physics based game as examples: Human Fall Flat, Gang Beasts, TABS, Stick Fight. Visual quality, complex physics, and low hardware requirements. Most games could only choose two out of the three.
This is the biggest challenge we face during the development. Our team is gradually working through all the different modules to increase performance. Sometimes we spend months to refactor the code to optimize 1ms or even 0.2ms of process time. It's like trying to squeeze water out of a dry piece of sponge.
The recommended minimum configuration is Intel i5-7500/Ryzen3-3300X + Nvidia GTX1050/RX560, with 8G memory. This will allow you to play under medium graphics settings on 1080P displays. You will have a better visual experience if you have better hardwares.
We are still testing on hardwares with lower configurations. The goals is to eventually allow players to play with integrated graphics cards by reasonably lowering the visual quality.
Maps
0. Team Score - Balloon Money Safe
Players need to fight for the money safe in the middle of the map and carry it to their own base.
The money safe is attached to a balloon, so players have to hold on to it and move it like a swing.
1. Team Score - Ice Hockey
Players need to get the hockey into the opponent's gate to earn points.
Be careful, you might get knocked out by the hockey. The shield will make you a better gatekeeper.
2. Team Score - Trebuchet
Players need to use the trebuchet to throw bombs to the opponent's base and let it explode to earn points.
You can throw your teammates over to mess with your opponents. You can also stay home and throw opponent's incoming bombs into the river.
Q&A
Q: @给哥⼀⻆钱: I would much prefer knocking out all 7 people. I don't need teammates. I will fight everyone! A: You can still theoretically punch out everyone in a game including your teammates :)
Q: Will there be mobile and Switch versions? A: All our time are spent currently on PC and XBOX versions. If everything goes well after launch, we will then start to port to other platforms.
Q: What graphics performance will the Steam Deck have? 30 FPS or 60 FPS? A: We haven't decided yet. It really depends on the optimization. But we will definitely make a lot of graphics adjustments on Steam Deck. There might just be two sets of graphics settings: standard and visual enhanced. This is probably the case for all consoles.
Usually smaller screens are less sensitive to framerate. So far, we think 30 FPS is acceptable for Steam Deck. There is just a slight increase in latency.
Don't forget Steam Deck is portable, so increased FPS will mean faster battery drain.