Get ready for the following WEEKEND EVENTS from Friday to Sunday: Epic Shopping Spree Extravaganza, Epic Good Luck Extravaganza, Forge Frenzy Festival & Tidy Toilet Time.
Fixed a bug where the âSalesâ passive in the survival branch could spawn an item with a smaller pop up
Fixed a bug that caused the âbe as waterâ passive from the soldier path to prevent the character from dashing
Fixed a bug that caused the âTeslaâ passive from the scientist path to activate infinitely on a dead enemy
Fixed a bug that could make chasing enemies stuck against walls
Fixed a bug that could prevent progression in the tutorial if the player restarted the game while in bibots.
Fixed a bug that could make scarab enemies die prematurely in a fight
Fixed a bug that made the shuriken from the tactical ability âSurprise shurikenâ remain after death
Fixed a bug that made the first slides of the prologue not being displayed after a restart
Fixed a bug that made the âBorn flayerâ passive from the soldier path give bibotâs attacks the bleed property
Fixed a bug that made the visual effect from the passive âPlagueâ from the soldier path appear on enemies that were not affected
Fixed a bug that made enemies teleported by the âMass graveâ passive from the soldier path to die at the same time as the enemy that triggered the effect
Fixed a bug that made slime enemies teleported by the âMass graveâ passive from the soldier path to appear at the wrong location
Fixed a bug that prevented the time of the battle against the last boss and the completion time of the last biome to be displayed in the details of the end game recap.
Fixed a bug that prevented the player to navigate between their unlocked passives in the character menu with a controller
Fixed a bug the locked the progression in the tutorial if the player picked a psym cannister too soon
Fixed a bug that made the slime enemies stuck in place after a dodge from the player
Removed an unwanted collision in a chest room in biome 2: Noâokmul
Fixed a bug that prevented the player from picking up items after opening the sarcophages in biome 1 : Makbara without picking up the spawned items.
Fixed a bug that prevented the corrupted teleporting enemy from walking before its teleportation.
Fixed a bug that prevented to move the map with a keyboard he first time it was opened
Fixed a bug that prevented the Neutrinox rifleâs projectiles to go through enemies
Fixed a bug that could cause the playerâs homing projectiles to track their own decoy
Fixed a bug that caused the bullet trail chip to spawn too many bullets
Balance:
Made enemies invincible for an instant after being charmed, preventing them from dying inadvertently without being able to be of use to the player.
Reduced the screenshake when shooting with the sniper rifle: NT-Maser
The experience gauge is no longer displayed in the end game menu once the selected bibot is level 20
Reduced the probability the get a common or legendary equipment from the timed confrontation challenge in the biome 2 Noâokmul
We feel that it's a good time to share what we have been working on and how things are looking for the next major update in December.
We firstly want to thank everyone for great amount of feedback that we've been getting and this is really helping us shape Desert Revenant for the better! We will keep pushing minor patches and hotfixes until 1.1.0 is ready mainly for bug fixing, game balance and quality of life / performance updates.
What we are currently working on:
Performance
We're working on improving the performance of the game as a whole when playing on low-end PCs and also reducing the "in-game" loading screen time. We're also trying to make sure that patching Desert Revenant becomes faster overall. These performance updates will be rolled throughout multiple patches to make sure that the game gradually performs better and better and especially on lower end PCs. We are hoping that the entire performance will become substantially better by 1.1.0. And this work will obviously continue after 1.1.0.
New Player Experience
We're adding a much more robust tutorial to Desert Revenant, to make sure that the game feels more impactful at the beginning and will really help new players settle into the game. This will also help players get more in tune with the Lore of the game from the get go. Expect to also see improvements for the experience as a whole from the beginning till Victory or defeat before jumping into another run!
User Interface / User Experience
Great improvements are expected for the UI and the UX in general. We felt that there are more details that we can focus on to make many elements more clear and visible to players. We've already started to test some more improvements in battle and we're hoping that this will make tracking spells much better since the game is quite spell heavy and has tons of status effects!
Arena of Vengeance
New content of course! The major update will be the addition of an entire new map (Will be the third map so far). It will also be the first time where you can expect an optional Elite battle with plenty of awesome rewards! There will obviously be new NPCs that will be able to offer their unique powerful cards, and many Storylines to enjoy and learn more about Elmyr. Get ready for more challenging enemies and very engaging battles! We're currently making sure that the encounters are fun and unique, we definitely do not want repetitive combat / strategies implemented into the game so we're doing our best to make each encounter fun and unique.
So far, the progress has been great and we can't wait to release this major update in December! We'll make sure to drop more Dev updates and also Stream more often.
We hope that you enjoyed this Developer update and thank you for reading it!
Weâre happy to announce that weâre joining the fight against dementia at the IndieLand 2022 charity livestream. Tune in to see a playthrough of the demo on November 13. We plan to make an appearance as well, so please donât miss it.
Next year has much in store, so we hope youâll follow us as we continue to pour our hearts into crafting this experience for you. If youâd like, please support our efforts by WISHLISTING the game today, and you can also follow Team Ugly on Twitter and Graffiti Games on Twitter and Discord as well.
This time it's the right one! After several weeks of development, iteration and testing, we are pleased to announce that the New Game + update is now available.
Begin your journey directly on the shores of Inel with your equipment, level, crystals, skills and spells. Enhance this adventure by activating the Mirrored World, which gives the environments a fresh look. Take a step back with the Big Head Mode, which will put a smile on your face when the going gets tough...
This update includes two new features: Weather Stones and Auto Battle mode.
21 weather stones have found a home on the soil of the Astryan continent. Meet them and choose between Clear, Heavy Snow, Heavy Rain and Fog weather to master enemy weaknesses on the battlefield.
A map is available to help you find them:
Ever dreamed of putting down the controller or keyboard and letting your computer fight for you? Now you can with Auto Battle mode! Combine this feature with the battle speed for fast and smart battles throughout your progression, whether it's against the simplest of Heryon's creatures or the most imposing of bosses (not recommended though...). You can activate this feature at will during each fight.
What's next ?
In parallel to the development of our unannounced project we have created a new team dedicated to the monitoring, maintenance and development of Edge of Eternity. We are currently working on a number of "Quality of Life" patches for the next few months. These patches will improve the overall player experience, fix long-broken elements, development errors, unfinished features, or stubborn bugs. We'd like to offer these patches in dribs and drabs, with one update per month, to ensure an optimized and polished experience.
New playable content is currently being considered. Unfortunately, the various remaining additions announced in the roadmap have been pushed back to 2023.
Patch Note
Update Content
Auto-battle
New Game +
Content transferred from the previous game: - the level of the characters - the equipment - crystals - skins - unlocked crafting recipes - unlocked dishes - The game starts at Inel. - Enemies are more powerful.
Different modes can be activated and deactivated at will: - big heads mode - mirror mode
You can change the weather with Weather Stones which are scattered around the world.
Fix:
Many players' progress was blocked in the Vanguard generator room in Chapter 5. If you have completed all three battles and destroyed all three generators but the door still won't open, dash the switches to activate them manually.
Please be aware that we will be conducting scheduled maintenance on Steam Knight Online Servers and service will be temporarily unavailable.
Maintenance time will be as follows: Knight Online Server Time (EST): 21:00 South America (PET): 20:00 Turkey: 4:00
Duration: Approx. 4 hours
During this server maintenance;
* Coin event has been started!
* Fixed the issue where the Dark Knight Mace's feature was not used during the Lunar War Invasion.
* Event times have been restored to their pre-winter time application.
* Changed screen to be gray when the character dies.
* Some adjustments have been made to the texts. - Totamic > Totemic - Book of Wisdom (Appeal) > Book of Wisdom (Lightning) - Book of Wisdom (Air) > Book of Wisdom (Ice) - Ron's Staff açıklama metni dĂŒzenlemesi. - Cleric Earring > Priest Earring - Kanzarr > Khanjar - Kodeks > Codex - Mano > Agate - King's Spectre
* Spawn points of creatures in the Goblin Village area have been changed. (Due to creatures emerging in the water)
* Fixed the issue where the Guard Summon skill would attack people standing in the safe zone in the Juraid Mountain event.
* Changed the entry system for Forgotten Temple and Under The Castle events. - Participants will be automatically selected from among the players who have applied. - Forgetten Temple; When your character is not in the Moradon area, you will not be able to switch to the event area. - If the character is not in the Moradon region and you are not selected, you will not be able to log in.
- Under The Castle; You will not be able to switch to the event zone when your character is not in the EMC or Luferson map. - Unless your character is in the EMC or Luferson map and you are not selected automatically. After 5 minutes, you can try to log in to the event.
As we march along the trail of Early Access, weâre happy to announce that weâll be taking part in the IndieLand 2022 charity livestream. Tune in to check out recorded segments from the Deli team while also supporting the fight against dementia.
Weâve got a lot of exciting updates coming in the next few months, so we hope youâll grab your camping gear and join us on this journey from Early Access to launch. Please consider supporting our efforts by purchasing the Early Access version of the game today so you can help us shape Camp Canyonwood to perfection before its full launch. You can also help us out by WISHLISTING the game, and to keep up with all the latest, follow us on Twitter and Discord.
WePlay Expo Shanghai is the biggest indie game expo in China. Gathering around 300 games all over the world, WePlay is the perfect gaming event to connect Chinese players to our game!
We are very happy that our game will be featured there between 7-13 November 2022.
After the Expo - prepare yourselves for a surprise - but more on that will be in the next DevLog đ
Bare Butt Boxing uses procedural animation to bring its characters to life. You have probably heard of the term "ragdoll" before, one of the most common use of procedural animation. It's a satisfying physical reaction that usually occurs when a character dies or gets knocked out. The character will switch from a normal "animated state" to a ragdoll state and fall down in a physical way, based on the position of their limbs and the force of the impact.
Bare Butt Boxing uses a different kind of procedural animation called "active ragdoll". This technique uses the same principle but keeps the character in this ragdoll state permanently, not just during death. Various forces and constraints are then used to keep the ragdoll upright and animated while still reacting to all physical forces.
Early active ragdoll prototype.
Constructing the Ragdoll
The ragdoll is constructed from primitive objects like cubes, capsules and spheres that approximate the dimensions of the body and limbs. These primitive objects are then linked together in a hierarchy so that motion of one can affect the other. For example, if the upper arm moves, the lower arm will follow.
Primitives are also constrained so they don't exceed certain rotation angles and maintain desirable properties like stiffness and bounciness.
Fishy's ragdoll setup, 13 main primitive shapes are used to construct it.
Active Ragdoll Benefits & Compromises
Compared to traditional animation, the active ragdoll approach provides some unique benefits. Animated characters require a wide variety of animations that blend between each other for a character to feel right. In contrast, characters in our game require no animation at all! All motion is derived procedurally and the physics engine of Unity takes care of the rest creating endless possibilities.
Such a degree of automation introduces unique challenges, however. A lot of careful consideration is required to create stable, relatively predictable behaviour because physics can produce unexpected results. Luckily, surprising behaviour is often part of the charm of physics based games like Bare Butt Boxing!
All characters and bodies in the example above are procedurally animated with physics and they all constantly react to each other. This kind of complex behaviour is impossible with traditional animation.
Physics and Multiplayer
Physical simulations add many unique challenges when creating a multiplayer game. For an enjoyable multiplayer experience, low latency is required. Any delay between a player pressing an input and seeing the effect of their action in the game can impact the experience negatively. This delay happens due to the players' computers (clients) requiring to "talk" with each other and exchange data. When player A presses the jump button, this data needs to travel to all other players to see player A perform the jump on all their screens.
Active Ragdoll characters exacerbate this problem by vastly increasing the amount of data that must travel between clients. Technically, all the rigid bodies (the primitive objects we've covered before) need to be shared between players. If we do some quick math, let's assume 13 rigid bodies per character, in a match between 6 players, that's almost 80 unique objects to track just for our characters!
In Bare Butt Boxing we solved this problem by only passing a limited number of key rigid bodies between clients and simulating the rest on each client locally.
Multiplayer is an incredibly deep and technical topic so this only scratches the surface. Under the hood, advanced techniques such as client-side prediction and server reconciliation enable very low latency multiplayer that keeps everyone happy!
One of the most common and frustrating examples of latency is players existing at different levels of delay between clients.
Hope you enjoyed this brief technical dive into the active ragdoll technology at the heart of Bare Butt Boxing!
Thank you for reading and stay tuned for more! Tuatara Team