To celebrate Dreamhack Beyond's Indie Showcase, we've just launched a huge update to the free demo of Beyond the Long Night. There's a ton of new content to discover - new upgrades to play with, new enemies to contend with, a new game mode that turns up the chaos, and new entries in the journal to fill out.
Patch Notes:
Features
New game mode Party Hat - Everything gets quicker!
New game mode select screen. Every game mode has a unique hat.
8 new Upgrades, 2 new Superpowers. The Berseker and Bomb categories, themed around high damage at low health, and explosions.
2 new enemies - The Imp and the paradise bird.
2 new bee enemy variations - Poison bees and Bomb bees.
Fire enemies now shoot 3x as many projectiles at once, and explode into flames on death.
Poison enemies are now much faster, shoot much more often, and release poisonous projectiles on death that slow you down. The slow down effect from poisonous enemies has been strengthened.
New unfolding stories with Bobbins, the Annoying Child, Eebi and Umpa.
The first batch of Kickstarter Complimentary Cows are discoverable in game.
Almost double the room variation.
Map generation has been tweaked to create a more maze-like map layout.
Added rubber banding to the storm spreading speed.
Enabled Steam Cloud Saves
New item [REDACTED] to help locate [REDACTED] and solve [REDACTED]
Polish and bug fixes
Unity engine updated.
New font and updated several parts of the UI
Tons of new sounds.
Dart traps now emit a small light shaft from their mouths when they’re ready to shoot.
Dodge Parry now parries enemy bullets from further away, making it easier to use the effect.
Dialogue tweaks across several characters.
Removed the New Adventure option from the main menu after the first run, leaving just Continue and New Run. You can now delete your save data in the options menu (main menu only) if you’d like to reset your save.
Tweaks to existing rooms.
Updated the trailer at the end of a run to the Kickstarter launch trailer.
Umpa is more likely to land on the ground rather than standing in mid air over an open bottom exit
Added a map icon for Pickles
Reduced the gaps between ambient music tracks
Lots more small fixes & tweaks.
Finally, due to big changes with the journal, I unfortunately had to reset everybody's journal save data for this update. This will mean starting again unfortunately - I know this is frustrating and I'm really sorry for any inconvenience caused.
-Fixed yet another Boss bug -Fixed All Boss Gate issues -Increased Amount of Boss blocks required to spawn boss -Boss ore only spawns in your current progress tier
Hey there, fellow Ylanders! 🌴 There are some things that for a long time didn't work as we all would like them to and which we fixed. Then there are parts of the game that still need a massive amount of love. And today we'll talk about one.
The Energy. ✨ It does work. You can build generators and engines and link nodes and light up the darkness and... well, that's about it. There are indeed some cool things like logic gates (AND, OR, XOR and such) but that's not quite... fun.
When introduced Energy into the game we had big plans for various machines and things that would either help you do tasks better, faster or easier or things that would be simply fun to play with. And we would still like that. So what we need to do is get the Energy from "it works" to "it's so much fun to mess with".
Next year we're definitely going to do something about it and so it's high time we started thinking about it.
This is where you step in. Can you please let us know what you don't like about the Energy as it is right now (in addition to being able to hide the links :) )? What would you like to have us add to the game? Is there anything in other games you would like to see in Ylands?
Celebrate Halloween making a spooky decoration for your home and garden ! For a limited time, the Spooky Pocus vendor will appear every in-game Saturday!
BUG FIXING
Now minerals should be now visible all the time.
A bug that doesn't allow to use a tool after eating a fruit has been fixed.
Item descriptions on storage box items now should be visible playing with the gamepad.
LANGUAGE
Spanish translation iteration by @Cotoyexxl21
Thats all for this week, as always, thank you very much for all your feedback and support. Remember that you have available our DISCORD to join our community.
We strive to provide a fun and fair gaming experience for all our players. Our team carefully monitors and actively removes players who do not adhere to the Operational Policy and Terms of Use.
We maintain a zero-tolerance policy against the use of unauthorized programs or software, manipulation or tampering of game data, and intentional exploitation of game systems.
To date, we have permanently restricted more than 13,879,900 accounts.
[Accounts Banned or Restricted] - Applicable Date: Friday, October 14th, 2022 - Number of Accounts: 8,501(Total 13,879,947) - Reason: Use of unauthorized programs & Violation of Operational Policy
*If you wish to make an appeal for the restriction imposed onto your account, please submit a support ticket through our official website.
Three weeks ago, in the last Friday Blog, we were at 0.9.0.6v2. We’re still delivering frequent updates, and we made it all the way to 0.9.0.13! An example of the fixes contained in these updates is pictured below. The testers are finding numerous small problems and rough spots, and we’re dedicated to polishing 0.9.0 to a high standard. If you want to test 0.9.0 in a less polished state, feel free to join the beta following the instructions here.
Most of these updates contain a bunch of small tweaks and fixes, but no major changes to the content of the game. But last week, we released 0.9.0.10, which contained a lot of new building blocks.
0.9.0 was rebuilt from pretty much zero, and at first we were completely focused on testing new gameplay features. Tools; outposts; traps; the “glider-launcher”; elevators; currency & the merchant; the new world generation. All of the colonies we built were highly functional and not ‘decorative’. The testers rightfully complained that 0.9.0 lacked a varied selection of building materials.
So, I’ve spent some time developing a bunch of new textures and building blocks. Some are completely new, some are new textures for old blocks. Some of the textures we replaced were quickly made 5+ years ago, and we believe the new textures have a significantly higher quality.
The Principles of the Farming Outpost
After releasing 0.9.0.10, I did a full playthrough of the beta, in preparation for adding the last new content before publicly releasing 0.9.0. I really enjoyed myself, and one thing really stood out to me. It’s now guiding my plans for the final batch of content, and I’d like to share it with you.
For my main colony, I had chosen a spot right in between a tall mountain, a swamp and a heath. I later started outposts in all these areas. My network of little towns was growing smoothly, but I was consuming quite a lot of food. I had of course regularly expanded my food supply, but it seems I needed a big expansion - and I didn’t have a lot of convenient space for that.
Standing on top of my 100-block-tall gliderlauncher-tower, I surveyed the surroundings. I quickly noticed a large, flat spot of fertile land nearby. I filled my inventory with building materials, bought an Outpost Banner and glided to the new area. My other outposts were relatively small, but I wanted to build this one big. I started building an extensive castle with complex defenses, specifically designed to conveniently incorporate traps, and spaces for colonists to reload those traps. It was a lot stronger than necessary for the small number of farmers living there, but I used Threat Statues to lure more monsters that way.
The entire project of building my Farming Outpost felt engaging and rewarding. But it didn’t directly access any new content. Indirectly, it did support the expansion of my network of colonies, which was working towards new parts of the tech tree.
When did I quit my test? When I reached the end of the tech tree. I was still enjoying the process of growing my network of towns, but there was nothing left to grow for. And when that happens, the game quickly comes to an end.
And these were the forces I was wrestling with. How do we… 1.) Extend the tech tree in a way that keeps players engaged as long as possible 2.) Do that in a way which doesn’t feel like repetitive padding, as uninspired busywork 3.) Develop that relatively quickly, without extending the beta for many months
That’s quite hard to optimize for! Adding a late-game tech that requires players to recruit 10.000 new colonists is easy but no fun. Thinking of amazing features that would be loads of fun to explore, but that require many, many months of development time is easy as well. Finding a solution that combines the best of both worlds without the drawbacks is hard - but I think we did it.
So the last couple of days, I’ve started working on the last batch of 0.9.0 content. It will introduce new content and features, like a failsafe machine that gives you one last chance if your colony is overwhelmed by monsters. Handcannons and explosive traps. A glider launched with gunpowder, so it doesn’t need a 100 block tall tower. A “people mover” (the horizontal elevator from here).
We'll also reintroduce some old content, like beekeepers, chicken and cabbage farmers, and musket guards.
But unlocking these endgame techs will require you to scale up. To extend your main colony and to found new outposts. To coordinate many hundreds of colonists. 0.9.0 currently doesn’t have “science bags”, but I’m working on an updated version of that idea.
0.9.0 currently has a separate menu for “points upgrades”. This menu contains upgrades that can be boosted again and again, like the colonist cap and the banner range. We’ve got an idea to quickly convert that to full “repetitive science” - upgrades that cost more than mere currency, but that could also consume for example the enhanced science bags.
We’re planning to subtly and smoothly integrate these systems. At the start of the game, when you’ve got a very small colony, unlocking things in the tech tree is cheap and only requires a few relevant items. In the midgame, these costs expand and add requirements like medium amounts of colony points/currency. That’s roughly where the current content ends.
Unlocking tech in the endgame gradually becomes more and more expensive. It’ll require large amounts of currency and “science chests”. There’ll be multiple kinds of science chests, filled with more and more costly items. These same costs can also be used for the “repetitive science”, to purchase “perpetual upgrades” for your colony.
The goal is to offer a smooth transition into the “postgame”. At a certain moment, you’ll have unlocked the entire tech tree, and you’ve received access to all jobs, items and weapons. Currently, the only goal left at that moment is earning currency for the points upgrades. In the intended postgame, your entire colony will still be useful. All your copper miners, hemp farmers, writers, researchers, chicken farmers and blacksmiths should be necessary to produce massive amounts of science chests, and throughout the endgame you should’ve been subtly encouraged to focus on that kind of production. Expansion is still rewarding, encouraging you to actually produce and use the technology at the end of the tech tree, at scale.
We’ve noticed a minor problem in the beta where people don’t actually use the tech at the end of the tech tree. They unlock elevators and gliders, but then the tech tree ends so they stop scaling up and don’t actually use those things. We think we’ve now got clear plans which can be developed relatively easily and that should fix this problem.
We’ll continue working on the endgame/postgame content and hope to be able to show and test a lot of it in a few weeks. When it’s tested and polished, 0.9.0 is ready for a full release!
In Dutch, we’ve got a saying de laatste loodjes wegen het zwaarst. It literally means “the last pieces of lead weigh the heaviest”, and apparently, English has a similar saying in “the last mile is the longest one”. It’s completely true, and we understand that some players are getting tired of waiting for the update. We’d like to remind them that they can join the beta, and we hope all of you will enjoy 0.9.0 when it’s completely done. We really believe it’s by far the best version of CS!