Happy Thanksgiving everyone! I am so thankful for all the love & support this project has received! It truly is a passion project. We hit 40,000+ subscribers, our last video has just reached over 300,000 views in less than 2 weeks, a tiktok clip of the game has reached 5 MILLION views in 2 days, and the game is really making waves across all social media platforms.
I am really honored and grateful that all of the hard work and hundreds of hours is being appreciated and I really can't wait to deliver the game to you all when it's ready.
Here are some screenshots taken by our closed testers who last week received the newest testing build with all of the features shown in the last video and more! You can find more screenshots & information on how to join closed testing on our patreon here: https://www.patreon.com/flipswitchgames
Some people had experienced an issue with teleportation not working correctly near the last level. Apologies for this. The issue has now been rectified
"This is but a glimpse of the times to come." โ Horus Lupercal
Yesterday we released a small teaser announcing the next big content expansion: Shadow of the Warmaster. There are many changes and new content planned for The Horus Heresy: Legions, and today we would like to share some more details not only about the expansion, but also about what's coming in 2023. Take a look at the latest blog post to learn more about the times to come.
From the skies of Terra to the galactic rim, war rages across the Galaxy. Prepare for the Shadow of the Warmaster expansion. Prepare for the Horus Heresy.
Well here we are 2 weeks in from the butterfly update, and things are mostly stable (as stable as a game about bugs can be anyway!) As things calmed down I had a chance to start working on the Modding API, and so this update adds in a whole host of new modding methods that you can use to interact with the new content - hopefully we can all look forward to seeing some new mods that bring us all new butterflies, solitary bees, and incense!
Thereโs also a few different fixes and some minor stuff I was putting off until there was literally nothing left on my TODO list, plus a couple tweaks.
As a side-note, not sure whatโs happened but recently thereโs been a large influx of reviews and theyโve been so wonderful to read - thanks so much to everyone whoโs been taking to time to write such lovely things about bee game! It really does mean a lot. <3
~ Ell
Changes
Reduced general net durability (when buying new nets)
You can now pick up lilypads regardless of whether you have tools equipped (like flowers can be)
If you didn't get a magazine for Lunar Bee when conserving it, one should now spawn when you load the world (maybe)
Bug Fixes
Fixed butterflies in butterfly hotels visiting all flowers, rather than the ones they like (also led to weird cross-mutation)
Fixed butterflies in butterfly hotels visually not visiting the flower accurately
Fixed butterflies in butterfly hotels not matching the range shown by the hotel
Fixed achievement for getting all bee-sides not unlocking
Fixed Dreamshards selling for honeycore instead of rubees
Fixed Pots, Compost Bin, Altar, and Shrine having missing input tooltip item icons
Fixed butterfly nets not losing durability when catching butterflies
Fixed axes losing durability when used on things that can be picked by hand
Fixed incense7 (yellow-green) not having a name
Fixed /gimme butterfly crashing when not specifying a species
Fixed mined honeycore regrowing offset from it's original position
Fixed chrysalis slots staying "locked" for clients during multiplayer when the butterfly hatches (hopefully)
Fixed some languages having NAME BUTTERFLY instead of BUTTERFLY NAME
Fixed new flowers not showing their effect name in the tooltip
Fixed Beenjamin having the jurassic prompt before you find the species if you found enough bees
Fixed plushie items not having a tooltip title
Fixed NPCs not updating their "!" when you clear their dialogue but close using ESC
Fixed clients not getting solitary bee repopulation updates (also hopefully)
Modding
Fixed api_get_menu_objects() not respecting no co-ordinate being passed in (was supposed to default to player if none given)
Added two methods that use "zoids", unique ids that are used to identify objects across games in multiplayer. By using zoids you can avoid the issue of instance ids changing every session and store links to zoids to get the correct instances back on reboot.
Added api_get_zoid_from_inst(), which returns a unique id value (zoid) for the given instance id
Added api_get_inst_from_zoid(), which returns the instance id for a given zoid, both these methods allow you to store
Added api_define_solitary(), which lets you define your own solitary bee for people to discover in bee hotels
Added api_define_butterfly(), which lets you define your own butterflies for people to catch
Added api_describe_butterflies(), which will get the metadata for all butterflies
Added api_define_incense(), which lets you setup a new incense and alchemy recipe (you need to implement the effect yourself though!)
Added api_has_incense(), which will check if a specific scent is affecting a given position
Added api_create_butterfly(), which lets you manually spawn a butterfly inst onto an object (flower, generic obj, menu_obj...)
Added api_get_progress() method that returns the players current progress (i.e. bees found, butterflies repopulated etc)
Added api_define_npc2() method that takes into account new menu sprite changes and new dialogue changes for NPCs - you can still use api_define_npc() but you should upgrade when you can!
Added api_define_menu_object2() method that takes into account the menu sprite changes (you now only need 2 frames and dont need to add the tab title) - same as above RE the old method
Added api_game_state() method that returns various game state bools (paused, game loading, world loading etc)
Added basic _field values to the destroy hook when a menu object is destroyed (limited to basic datatypes)
Iโll be updating the modding documentation shortly, please bear with!
Good news Rush Rally fans, Rush Rally 3 is now available on Steam!
Experience the Rush
60 FPS racing (120fps on supported devices) at night or day in the rain or snow! Over 100 new and unique stages each with different surface types including snow, gravel, tarmac and dirt! Race with one of the best car dynamics models to date, including real time vehicle deformation and damage, built from over 15 years of experience.
Race with your favourite controller, all fully configurable including full force feedback wheel support!
World Rally Racing
Take on the Career mode, race a Single Rally over many countries or grind metal to metal with other cars in Rally Cross.
Live Events
Compete in weekly events against other players all over the world on a unique selection of tracks!
Build your Garage
Upgrade, tune and customise a garage of over 20 different cars. Use the livery editor to completely change the look of your vehicles. Buy new wheels and upgrades to make each car truly unique.
Compete with Friends, Multiplayer and Offline
Real-time cross platform multiplayer, Social Leaderboards and Ghost Racing allow you to race any player at any time. See how you compare with the world's best.
Lots of players have pointed out the story and the music by Nikolai Kashevnik while playing Know by heart. We'd be grateful if you support our game in ONE OF TWO nominations ("OUTSTANDING STORY-RICH GAME" and "BEST SOUNDTRACK") for Steam Awards 2022, which will run till November 29. Every vote counts!