• 'Assault Sentry' can no longer roll the 'Fragmentation' affix (which didn't have any effect on it) • Added 'Pierce' as a base affix on the 'Cyclone' (it was already piercing but it wasn't referenced by the tooltip)
Levels
• Fixed an arena door that could be blocking you forever in Ruins
Bugfix
• Fixed an issue where bubble sentry would fail to spawn a bubble for new sentries • Fixed an issue (another one) with basecamp upgrades failing to display the right feedback when purchasing them or preventing you from purchasing them • Fixed a crash that could occur after choosing a perk • Rank icon images in the difficulty selector (basecamp) are no longer distorted / low quality
And that's all for this hotfix, happy robot smashing everyone :)
If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in the community forums or on our Discord server (where you can interact directly with us!).
Another update for Food Truck Simulator to fix a series of smaller issues. More like a lot of hot fixes rolled into one, but we wanted to roll them out before the weekend. The following things have fixes or altered:
Bug Fixes
Fixes the fuel canister wrong popup.
Fixes an issue that caused the map to not reveal correctly based on prestige progress in sandbox mode.
Fixes the mini-map not showing location correctly in sandbox mode.
Fixes a fast-travel issue in sandbox mode.
Fixes the fast-travel infos in sandbox mode.
Fixes an item sorting issue with the inventory.
Fixes an issue that caused food truck layouts not being available from previous saves.
Fixes a save issue with fried oil.
Fixes an issue causing banners not being correctly detected as owned.
Fixes an issue with some assets not showing their textures in the Halloween content correctly or at all.
Fixes the “flying slices” issue at selling points.
Fixes an issue when you quit cutting without actually having cut anything.
Balancing
Cut buns are now stacking to 10.
Sushi slices are now stacking up to 10.
Sushi roll are now stacking up to 5.
Other
Changes the way items in the customization UI are being shown in order to support more customizations.
Various localization updates.
Some smaller tooltip changes to make their meaning clearer.
Improves visuals for the names shown in the city map.
Sushi slices and sushi rolls now have their own icons.
Over the last 2 months we've been working hard, but we also had some vacation. We are ever closer to an early access release.
Multiplayer/Co-op is on hold
Over the last 6 months or so we've been discussing where to focus what resources we have, as 3/4 of the team work limited hours each week. We decided that we're better off spending those limited hours we have, focusing purely on a single player experience. Take what we have and make it even better. So we will put multiplayer/Co-op on hold.
After Retchid is released if we do financially well, we will revisit and finish the Multiplayer/Co-op as a free update.
Retchid on the Steam Deck
We have the game up and running on Steam Deck, performance is looking good. We are looking for someone who owns a Steam Deck and doesn't mind testing out new levels from time to time, if you are someone or knows someone, please get in contact with us. We'd really appreciate it.
Demo is being de-listed from Steam
The Demo no longer represents the quality and design features that we have added to the game, so we are removing the Demo from the store today, but if you have already acquired the Demo you can continue to use it.
Thanks to everyone who played the demo, we had a good time watching all of your videos and reading the feedback and applying it to the full game.
After early access has started, and once we get feedback from that, we will then make a new Demo. Stay tuned for that.
Code
Re-worked the foot step system so the foot steps are based on the distance the player travels instead of time based, so if you're using a controller and walking very slowly it works well with that.
The Player now makes Ladder foot step sounds when using ladders.
Surface Types for player and AI foot steps, and jumping/landing
Water on enter and exit visual effects and sounds
Grenade Launcher has first pass animations and functionality
Audio
More music and sound effects
New music scores for the levels E1M5 and E1M6
Level Design
E1M5 - Logistics Facility
Here is a the preview fly by for the Logistics Facility. A complex non-linear level where the player has to solve problems and ride around on drones to advance through the level. The player will also encounter a new devastating enemy that will test your skills.
E1M6 - Medical Complex
Last week work began on E1M6. The level leans more in to being a visual story telling level, as the player comes across some of the strange things the TEC were doing when they discovered the remains of ancient beings.
The final Developer Update of the year is here. In this series of posts, we discuss the biggest upcoming changes and provide updates on ongoing processes. This time, we’ll cover the various features and improvements coming with next month’s 6.4.0 Update.
Bots in Custom Matches
Kicking things off, we have a much-anticipated feature that was first announced during our Anniversary Broadcast earlier this year. Whether you’re looking for a place to practice a new Killer before hopping into live games, or you just have an irrational hatred for bots that needs to be satiated, we’re happy to announce that bots will now be available in custom games.
Starting in 6.4.0, the host of a custom game can click the ‘+’ icon to add a random Survivor bot to the lobby. Don’t like the way that bot looked at you? The host can click their name and remove the bot at their discretion. You can face off against an entire lobby of robot Survivors, fill empty slots when playing with friends, or ignore them entirely and play with a partial lobby of human friends like before (but our future Robot Overlords will remember this).
While the first version of the feature focuses on Survivor bots, we plan to include Killer bots in a future update so you can practice against each Killer as well. This will take some time, however, since the AI needs to be trained to use each Killer’s power first.
Additionally, we have a few other improvements in store for this feature in the future, including the ability to select which characters you want by your side and their loadouts (though not all perks, items, and add-ons will be available to bots). If there’s something else that you really want to see, as always, let us know!
Visual Improvements
Continuing our ongoing efforts to improve the graphics of Dead by Daylight, we have updated the visuals for breakable objects (pallets & breakable walls). Rather than making you read all about them, we figured we would show you. Take a look!
That’s not all the visual improvements we have in store. Check out the new basement! (Please excuse the mess, we weren’t expecting company.)
Flashlight Adjustments
We recently updated flashlights to prevent them from being triggered too frequently to address concerns of epilepsy. While we were working on this change, we took the opportunity to revisit flashlights and plan some additional updates for them. In the 6.4.0 update, flashlights will receive two changes:
1: Locker Blind Immunity
Some lockers are positioned in such a way that a clever Survivor can blind the Killer as they are grabbing another Survivor out of it. While cool in theory, there’s not a whole lot the Killer can do to counter this: Even if they do chase away the other Survivor waiting with a flashlight, the Survivor in the locker can take advantage of the distraction to make a break for it.
To prevent situations like this, Killers will receive blind immunity while grabbing a Survivor from a locker.
2: Flashlight Save Buffer
A flashlight save can be a game changer, but they’re a little tricky to pull off. On top of getting into position for a save, the timing on flashlight saves is incredibly precise. You need to blind the Killer right as the pickup animation ends but before they can turn away. While experienced Survivors have mastered this timing, pulling off a save can feel off limits for a newer player.
To address this, we are adding a short (0.25 second) buffer to the end of a Killer’s pickup animation. If they are blinded during this window, they will be stunned and drop the Survivor as soon as the animation finishes.
Matchmaking Improvements
Dead by Daylight is always changing, so it only makes sense for the matchmaking system to change with it. We are always keeping an eye on matchmaking and making small tweaks behind the scenes to strike a nice balance between wait times and match quality. In addition to this, we have some larger much-requested improvements on the way. Matchmaking is a very complex subject, so we’ll have a dedicated post going into detail on how exactly these new features work next week, but in the meantime, here’s what you can expect:
Team Based Ratings
With escapes being the win condition for Survivors, dying heroically to save your team can feel a little anti-climactic. We’re introducing Team Based Ratings to remedy this. Your rating will adjust based on not only your own performance, but the team’s performance as well. Sacrificing yourself to save the team won’t be nearly as punishing.
Extended Breaks
If you’re just coming back from an extended break, contending with rust on top of facing the same caliber of players as when you left can make things rough. To make returning from a break easier, your matchmaking rating will adjust quicker after your first few matches back. This will help you settle into a place where you’re more comfortable much quicker than before.
Both changes will be a part of the 6.4.0 Update, coming next month. Keep an eye out for a matchmaking blogpost for more details!
An Update on Cheating
We recently shared a roadmap detailing our plans to combat cheating. In the weeks since, we’ve fixed a number of vulnerabilities to lessen the impact of cheats. Here’s a list of just some of the exploits we’ve prevented recently:
Prevented cheaters from hooking themselves
Prevented generators from being instantly powered
Prevented cheaters from starting a match with 2 Killers
Prevented cheaters from stacking duplicate Perks & Add-ons
Prevented extended flashlight blind durations
Prevented cheaters from instantly regressing generators
Reduced maximum length of matches to prevent extraordinarily long matches
Added countermeasures to force the match to end after the End Game Collapse
Added countermeasures to prevent player sniping
Fixed an issue that could allow cheaters to crash the game
We are now able to confirm that these fixes were effective and have limited the abilities of cheaters for the time being. We have already identified additional vulnerabilities and will roll out fixes over the coming weeks, but we can’t give details on these just yet to avoid giving cheat makers a heads up. We’ll share more on what we’ve been working on in our next update on cheating.
Temporary Bans
Last but not least, we’d like to notify you about an update to our temporary ban policy. Temporary bans are used for minor infractions such as griefing, harassment, and unsportsmanlike conduct. These are separate from matchmaking bans acquired from disconnecting from a match.
To better discourage toxic behaviour, we are increasing the duration of our temporary bans across the board:
We want to make it very clear: Toxicity has no place in our game. We hope these increased durations will both discourage players from spreading toxicity in the first place, as well as give them more time to reflect on their behaviour afterwards. As a reminder, cheating will result in an immediate permanent ban.
And with that, we’ve reached the end of the final Developer Update of 2022- but don’t worry, we’ll keep in touch until these posts return. All of the changes mentioned here will be available in the 6.4.0 Public Test Build starting next week. If you get a chance to give them a try, please let us know what you think!
Our first major update for Yoko Redux: Dreams of a Blue Planet is DONE! Level 4 is complete and ready to be tackled by new and veteran players alike.
Continue the story and see what Jeanne is up to on her mission to Kill Yoko! If you need a recap, hop back in at level 1 and see if you can beat my time of 18 min. to speed run level 1 and 2.
You can read the patch notes below, but I specifically want to point out that there have been a few QOL updates for level 3 that tie into our plans for achievements later on.
Stay up to date with us and be ready for levels 5-7 in the coming months.
# Level 4 Release Changelog:
## General:
* Feature: Add F10 to toggle UI * Fix: Hide empty text when inventory slot is filled. * Feature: Added level select scene. If you got to end of game previously, it will unlock levels. * Fix: Properly write init file
## Level 4:
* Feature: Added Cutscene * Feature: Added Level
## Level 3:
* Fix: Small dialog typos * Feature: Added way to get through airport fence to reduce subway trips (new lines) * Feature: Subway is faster and stays at stations for shorter period of time.
MIGHT'N MOW'EM: CO-OP SURVIVORS ONLINE - ELEET GAMES
We´ve been carefully reading all the feedback that reached us and have continued to tweak things accordingly – many thanks for all the encouraging words and to those supporting us in a constructive manner! The following changes are a direct result of your input:
Multiplayer
Portal Stone pickups should now count for all players
AOE indicators of bosses should be visible for all players
All items and weapons unlocked by any player can now drop in a run (formerly it was depend on the host’s unlocks only)
Bosses should have red outlines now
Further optimizations should now prevent players with lower-end internet connections from a desync
UI
Luck Perk description corrected (5% per rank)
Resurrection Perk description corrected (1 additional live per rank)
Tavern now also indicates that new classes can be bought inside (should help players who did not notice that there are more than the 4 starting classes)
Upon quitting a run intentionally the text no longer says that all progress will be lost
Localization
The UI language should now switch directly once another language was selected
Granted, there´s still a long way to go but as the dust from the first days after launch slowly begins to settle, we´re keen to work on the new features we already have in the pipeline - some have already been asked for. So, expect mow things to come in a not too distant future 😉
Frail Hearts: Versicorae Domlion is an old-school JRPG with a deep and mysterious storyline placed in a fictional dark city of Gris. Explore the story of four troubled souls and kill the abominations that threaten the existence of reality itself.
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Last time, we spoke about how our game is predicated on democracy - the Monarch makes some decisions, but most things are decided by the votes of the Nobles (a.k.a the other players).
This time, we’re going to discuss an added wrinkle - the Nobles themselves are divided into three “regions” of the Kingdom, which have competing ambitions and motivations.
Why did we decide this is necessary? The answer lies in skub.
Skub vs. Anti-Skub
One thing we were really interested in exploring was the power dynamics between the Monarch and the Nobles. But it quickly became apparent that, with our voting mechanic, playing them against each other was always going to end in the Monarch getting outnumbered.
In order to solve this issue, and to introduce a much-needed element of strategy/social deduction, we needed the Monarch to be able to play the Nobles off against each other.
So we decided that each game would split the Kingdom into 3 regions, each of which has its own agenda (as well as its own culture, appearance, and unique stories). This was also important because it allowed for a much richer variety of interesting dilemmas that the Monarch could face, where different regions are competing for their favour.
But how could we be sure that the regions would want to work against each other? We encouraged role-playing by giving each region flavourful characteristics. For example, the Grandees are fiery zealots who obsess over their honour; the Counts are gloomy goths who may or may not be vampires. These characteristics were carefully designed to clash with each other.
After that, we just had to trust in the power of tribalism. After telling people that they’re part of Region X, and giving them a little room to role-play the part, it didn’t take much to get them to turn against Regions Y and Z.
The lesson? People will fight over the smallest differences. And in our game, that means the Monarch has a fighting chance… Provided, of course, they can keep every region’s Defiance low.
Keeping Track of Defiance
Each region has a Defiance stat, which we use to track the Monarch’s relationship with their Nobles. If the Monarch favours one region over another, Defiance will rise accordingly.
Of course, a region’s Defiance will also rise when the Monarch calls a vote and it doesn’t go their way. Nobody ever said the Nobles are rational.
If Defiance rises high enough, the Monarch risks facing an all-out rebellion. But more on that in a later devlog…
The previous devblog included a simple representation of one of the production chains in the process. The introduction of this simple diagram of making baijiu inspired us to share more icons and our thought processes when creating them. Alongside the icons, we’d like to share concept art for the buildings they represent.
Clarity is one of the major factors in creating icons for any mechanic or element of the game. We want to implement simple connections between buildings, resources and simple visual representations of them. Some things are easier to show than others a simple look into Chinese culture and lifestyle was an immense inspiration. The baijiu jars are used to this day and are an easy insight into the lives of ancient Chinese. So we decided to take what we could have found in our research and in one way or another apply it to our icons.
The vast majority of the citizens were obviously farm workers, so in their daily lives, they saw equipment and animals used to produce food for the Empire. We took this experience and as we decided which animals to assist the farmers, the immediate thought was the water buffalo. These massive animals have the strength to work all day in the fields. This is why they are common in our game and are the representation of draft animals.
Another element of the agricultural landscape that could have been a common sight for farm workers were the windwihirls. We use them to pump water so your crops can grow faster in the summer months.
The elites’ lives were much more luxurious, so they could indulge in all forms of art. This very much included visiting the theatre and playing instruments. We included manufacturers making musical instruments. The workers create magnificent traditional drums and pipas, which became the icons to represent the entire production building.
Those instruments are also used in the theatre to enhance the performance of the actors. Traditional Chinese theatre has a very distinct look to it and costumes used by actors are easy to recognise even from far away. This is why we decided to assign the mask to represent the theatre.
Here is also an additional round of icons representing all sorts of resources, which will keep your citizens fed and safe. These icons will help you quickly navigate production chains, thanks to which our cities will grow large and stronger than ever before.
These are just a few examples of icons we created to help with a clear and cohesive look of the game. There are dozens of buildings and mechanics with distinct icons, which we want to keep in relative secrecy, so we can surprise you later on. We are looking forward to your feedback and ideas on how we could simplify the mental connections we try to create between icons and resources or buildings. Join our Discord and follow our social media to see more screenshots and learn more about our games!