Day 6 summary is here, I did great improvements both in Single and Multiplayer I would love to share, but before important announcement:
Due to negative reviews for experimental 3 and more players mode, I decided to close option until all problems are resolved. It will take some days, but as soon as is open again I will let you all know!
Your multiplayer feedback is very valuable, thank you! I ask for your patience and comprehension.
SINGLE PLAYER
Cables, pipes improvement to not accidentally build them on another station
Lowering Main Menu graphic requirements based on community feedback
Reduced visible dust effect on planets
MULTIPLAYER BUGFIXES
Multiplayer 3 and more players mode temporarily closed
Fixed an option to upgrade devices for Clients
Fixed an issue with pickaxe grid not displayed for the client
Fixed an issue where Colony Origin is not visible for client when constructed
Fixed an issue where docking station is not docked on the client and having no conveyor belts
Fixed an issue with teleportation planets around client
Crash fixed related to Asteroid Catcher
Today my main focus is on many Single Player improvements like transport bots, miners, farmers.
This new update includes multiple religious buildings, the need to bury dead tribesmen and the possibility of praying to the gods to overcome the burden and uncertainties of life.
CHANGES:
.0 - Included tombs and burials. - Included temples and megalithic structures. - New clothes : Plant fiber coating and Mesolithic jacket. - Distinct Mesolithic and Neolithic names for humans. - Increased the rate of generational change for humans. - Increased the upper limit of resource production orders.
FIXES:
.0 - People waiting for a long time to eat and sleep. - Vegetal fiber available at lower temperatures. - Fishing tasks priorities lowered when almost depleted spots. - Meal time increased for better food distribution. - Migration freezes when there are too many resources. - Tread ground texture updating improved. - Crop tasks were generated for non-accessible plants. - Crash when selecting to build a new building in some situations. - Tweaked building knowledge occurence and learning pace. - Picking seeds for planting from locked storage buildings. - Innacesible buildings in some placements. - Showing wrong clothes related to temperature. - Hazelnut will not be auto chopped anymore. - Tweaked temples and menhirs constructions and parameters. - Fixes on wheat and flax crop resources. - Missing cells when placing storage areas. - Areas not showing on the map while placing other buildings.
KNOWN ISSUES:
- Saved games could become obsolete after an update.
PLEASE, KEEP UPDATED YOUR GRAPHICS DRIVERS.
- Please send us a report if the game crashes and write down report number. - Please use the Steam 'Players' forum to post your feedback, bugs & issues. - Please mod creators: Update & upload your mods when required.
WHAT'S NEXT?
- Next we will develop Neolithic animal husbandry.
HOW CAN I SUPPORT THE GAME DEVELOPMENT?
-If you want to support Ancient Cities development, please write a review on the Steam store page.
This time, we mainly updated the difficulty system (world line) and the external growth system (goddess statue)
Five new world line difficulties have been added
World line 1==attack enhancement of ordinary enemies
World line 2==attack enhancement of elite enemies
World line 3==Boss enemy's attack enhancement
World line 4==the HP recovered by upgrading is reduced, and it is no longer full directly
World line 5==Huahua's treatment times are no longer full when crossing regions
Added an external cultivation system
Dimensional space bag==props field promotion
Precious metal tools==get initial gold coins
artifact anvil==increase the number of growth artifact
Divine gift==The number of Flower Heals increased
When the Hero holds a piece of divine power, the option of touching the goddess statue will be triggered Cultivate pieces of magic power consumed outside, and brave people will get different numbers of pieces of magic power when they defeat the Boss enemy
Other
The trigger performance of the artifact is enhanced. Now when the artifact effect is triggered, the corresponding light effect will be displayed on the brave in order
The light effect of growth artifact selection has been changed to the stroke light effect
The cost reduction performance of the arrow bag is changed to the jitter of the cost icon, instead of lifting the card, which is more smooth when operating the archer
Enemy HP adjustment in Area 3
Breath conditioning==effect adjustment, effect changed to, draw 7/10 cards
In addition, the logo of the studio has added \^o^/
BUG repair
When using the archer, the problem that the armor does not appear occasionally has been fixed
When throwing axe+2/+3 holds, all drawn cards will be reduced. The problem has been fixed
* Police Level is added. You can earn XP with police vehicles. * Player Police can choose not to give a ticket to a player suspect (But still get the payment) * Police vehicle now has more push power for Pit Maneuver in Multiplayer * Police players now lose XP by accident with a non-suspect vehicle * Navigation automatically selects the nearest patrol location or suspect, if it exists * Police and the Suspect player now cannot see each other's name tag and map icon at a far distance * Police vehicle with bullbar now has reduced front damage (Thanks to Alice M) * Police vehicle's fuel tank is increased (Thanks to Alice M)
Patrol Job
Patrol location randomly spawns Police receive rewards by visiting the patrol location (See 'Global Bonus Effect' below for more)
Spike Pad
Player police can spawn spike pads on the World map(Left click on the target location) with a little bit of cost It takes 10 seconds to prepare a spike pad Spike pad auto despawn after 3 minutes (Shows in the map to police players) Spike pad only affects "refuse to stop" suspect vehicle Only 1 spike pad can be spawned for each player police
New Vehicle - Muhan Police
Police SUV is added You can spawn it at the Police Station (Requires Police Level 20)
PvP Police payment cooldown
Player Police don't get the reward from a player suspect who was recently caught by player police You can see the $ Icon at the suspect marker during this cooldown
Getaway Driver Job
You can find a vehicle with a suspicious job icon (not visible on the map) The getaway driver job icon is not visible to the police player You can accept the job by entering the driver's seat You can finish the job by driving to the destination without police on a tail You will pay some heavy fine if get caught by the police
More Winches (Thanks to Michael F)
WC 3000Kg (More Power) WC 2000Kg Long (More length) Tow 5000Kg (More Power. Only for Pulio's crane)
Gang-Jung under construction
World Builder, Betty is still working on the new Gang-Jung. Most of road and main buildings are done Housing and small buildings will be added later
Global Bonus Effect
50% or more police patrol progress: Passenger payment bonus 20% 50% or more garbage collection progress: Cargo payment bonus 20% You can check the current bonus at the in-game menu
Refueling
Now it takes some time to refuel You can take a walk and check tires while refueling
Halloween Event is finished
See you next year!
Changes
[AI] AI vehicle stop when the siren vehicle is around (Thanks to 8Sh1t) [Police] Now every player police who ever sight the suspect gets the arrest reward (Thanks to SmallbutDeadly) [Police] Suspect map icon has a new tooltip when the suspect is in out-of-sight status (with Gray color) [Police] Suspect tag doesn't apply for a while after collision with player police (Thanks to catb0t) [Police] Suspect tag triggers when AI vehicle overtakes with crossing-a-yellow-line (Thanks to Alice M) [UI] Added Option to hide FPS and Dynamic key helper on HUD (Thanks to Zach Fett) [UI] Payment, Quest, Party Join, and Police Ticketing popup now doesn't cause driving input blocking. You can close those with an interaction key [UI] Rescue map icon is changed (Thanks to majore21) [UI] Server FPS is now visible at the top of the HUD [Vehicle] Now Flat tire has less friction (Thanks to catb0t)
Bug Fixed
[AI] AI Vehicle turns on blinker on straight (Thanks to Dalob, Definitely Lombo, and Raisin) [AI] AI Vehicle turns on the wrong lane [Character] Hitting ghost can make a vehicle fly in multiplayer [Character] NPC can be kidnapped with a vehicle (Thanks to Midnight) [Delivery] Log delivery to Harbor doesn't spawn after full storage [Police] Siren map icon randomly does not sync in multiplayer (Thanks to Alice M) [Police] Suspect can spawn a police vehicle [Police] Suspect tag can be removed by spawning a vehicle (Thanks to catb0t) [Police] Suspect's location didn't sync in multiplayer [Save] Save file corruption after PC Crash (Thanks to Washi) [UI] Comfort, Timer UI didn't get removed after leaving the vehicle [UI] Dynamic key helper UI doesn't show the drop cargo key while wearing a costume (Thanks to MihaiRacareanu) [UI] Tire damage UI in the HUD doesn't show the trailer's tire damage (Thanks to catb0t) [Vehicle] AI vehicle doesn't lose friction with flat tire sometimes (Thanks to catb0t) [Vehicle] Cannot repair spawned non-own vehicle (Thanks to catb0t and Alice M) [Vehicle] No free repair with spawned non-own vehicle (Thanks to Schlee) [Vehicle] Random transmission damage with spawned non-own vehicle (Thanks to Alice M and catb0t) [Vehicle] Tire wears too much by collision (Thanks to GoodOlMoisty) [Vehicle] Tow request vehicle spawns underground (Thanks to Tomm)
Merry Christmas! With our Halloween Update approaching soon, I've decided to overhaul the graphics once again, you'll also find new mechanics to play around in. Multiplayer is officially scrapped because we believe it does not fit the nature of our game. Join our discord to become a beta tester! Happy Playing!
Another great conference called Game Days 2022, which took place in Košice, Slovakia, is behind us. We had an indie booth at the conference and our game - Galaxy Highways made it as a finalist into the TOP 5 indie games at the conference. The games were evaluated by an international jury and we are incredibly happy about this success. Thank you!
As usual we met a lot of friends from indie game development community and made some new contacts which is great! A lot of people played our game and we collected a lot of feedback. We are extremely happy that the feedback is very positive and people had some great ideas for the game.
Galaxy Highways team at Game Days 2022 (On the left: Roman - Game Design, Programming, Music | On the right: Stanislav - Game Art, Animations, VFX)
Don't forget to WISHLIST our game and join our discord!
We would like to inform you about the known issue confirmed during the final test.
◈ Known Issue
▶ Unable to log in to the game → Please try to sign out and re-login to Steam/Epic and run the game.
Our team is currently investigating and working to fix this issue as soon as possible. Once the fix is applied, we will let you know via an announcement.
We apologize for the inconvenience this may have caused.
We will do our best to provide you with a more stable experience.
1. Added 10 robots with different types of weapons and mechanics. These robots have two types of movement bases, the first tracked and with mechanisms in the form of spider legs. Enemy robots will be twice as large in size, destroying them the player will have a chance to get spare parts for crafting their own robot of each type.
2. Added 50 items for farming, crafting and trading.
3. Work has been carried out on optimizing new robots and effects.
This robotics will be used by the alien faction, the military and the player himself. Spawn sites will be designated later, but the task of robots is the defense of fortifications and patrol areas. Work is underway on other mechanics and features of the game, work on locations, dungeons and bases. Video reviews with information about the progress of the development of mechanics will be published in the news, in the discord community and on the YouTube channel.