Hey drivers! The first update is in 2023. There are some important fixes.
- Steam Cloud has been changed to manual mode. In the save slot selection, you can now load and unload saves to/from the cloud and see the information on the save. - Fixed all of the achievements. - Winter in the garage has been removed. - There are now a maximum of 28 cars in the garage, rather than 21 as before. - Other minor fixes.
This official version and the beta version are updated at the same time, and the version number is the same If there is a file lock prompted when updating, exit the program first, and then open Task Manager to end the SystemTrayico process. If the desktop icon is not displayed after enabling pre-stage scheduling, you can right-click on the desktop-view-display desktop icon to enable display desktop icon
Changelog
Fix the myfinder stuck problem caused by myfinder temperature rendering in the previous version
Added the myfinder tray icon failure detection function to prevent the tray icon from remaining after individual programs exit
Fix the problem that the system's own hidden prompts cannot be hidden when only opening myfinder
Fix the problem that after the window is minimized to the dock, it cannot be displayed in front of the stage when the window is minimized
The window group expansion function is added to the pre-stage scheduling. The right mouse button on the window icon can expand the combined window group icon, and a single window can be activated. At the same time, the file drag function is added, and the file can be dragged and dropped into the front-stage scheduling window group to activate the corresponding window to complete the file. Drag and drop (the function of dragging and dropping files needs to be started in non-administrator mode, and cannot be an administrator account)
Preferences add pre-stage scheduling settings, you can choose to display and hide desktop icons, you can adjust the size, spacing and number of front-stage scheduling window icons, you can save the configuration after enabling pre-stage scheduling in preferences, and you can directly restart the program next time Enable the pre-stage scheduling function
In the case of multiple screens, there should be many problems with pre-stage scheduling, please enable it as appropriate.
Stage manager known issues
The problem that the full-screen game window cannot be activated after the front-end scheduling is turned on
Stage manager has not yet completed the function, and also a feature that will be updated in a later version
The combined window in the window list can be expanded, selected, dragged or activated as you want
Add settings related to pre-desk scheduling in preferences; Can be displayed on all screens or on a single screen; Add keyboard hotkeys to quickly turn on and off; The window list is displayed to the left or right; Adding exclusions to an app will not be scaled to the background by the pre-stage scheduling, etc
It's Devlog time again! The first of the year and I want to talk to you about Numina Part II's testing progress and share a little bit about a small upcoming update!
Numina Part II - Alpha Test Progress With 4 possible endings and many scenes having permutations from previous choices, you can imagine that Part II is a beast to test. Nonetheless we're making good progress. A few testers have already finished their test routes and together we've already found and fixed many bugs.
I'm still working on the 4th ending, which goes in a completely different direction from the others, so hopefully I'll be able to finish that one soon, so we can officially start the beta phase, where all the content should be ready to be tested.
Last Day of Autumn The special OST release 「ECHOES」 will soon be ready for release! More details on that in the next update. Until then, I want to share another track from the OST that's really special to me:
"Last Day of Autumn" was one of the last tracks I composed for Part II. It's a very melancholic and somewhat sad piece and listening to it makes me a little emotional 🥲
I know it sounds a bit cheesy. But the feeling that all of this is coming to an end, not only in the context of which the song plays in the game, but also the project itself... It's a bittersweet feeling. Like saying goodbye to something warm and familiar, or waking up from a lovely dream and facing the uncertain future. A mood that this song really encompasses for me.
I hope you like it too! The next update will see the final preview of the song I'm probably most proud of from this OST. I can't wait to share it with you.
Upcoming Update I'm currently also finishing up a small feature update for Numina Part I. It's something that was developed for Part II but I also wanted to include it in Part I. It's nothing groundbreaking new, but rather a small addition to collectibles & battles to make them maybe a bit more fun 😉
More on that in the next update. See you all soon, back in Numina!
as you probably noticed, some enemies have ragdoll when they die. That's cool and all, but sometimes, especially in narrow passages, that can be a problem. It was meant to be this way, like creating an obstacle that can simulate a desperate situation, but i understand can also be frustrating, sometimes.
So i'd like to ask your opinion. Should i remove ragdoll and make the enemies non interactable right away after they die?
English ############Content################# [Lost in the Sand]Added Karaduman's dialog when he went back to the teahouse after the story in the Grand Library. [Lost in the Sand]You can now ask Karaduman about the hostilty between the Templars and the Illuminati. [Lost in the Sand]If you previously decide to investigate the encrypted book alone. You now also have the option to ally with the Templars. [Abandoned House]The rooms in the Abandoned House may now have random encounters. [Abandoned House]You may find some rats in the room. [Abandoned House]You may find a bandit in the room. [Abandoned House]You may find the room is empty. ###########DEBUG#################### [Abandoned House]Fixed the Abandoned House was using a wrong battle background image. 简体中文 ############Content################# 【迷失于沙粒中】加入了卡拉杜曼从图书馆回到茶馆之后的对话内容。 【迷失于沙粒中】你现在可以询问他关于圣殿骑士与光照派敌对的原因。 【迷失于沙粒中】如果此前你决定单独调查加密的书籍,你可以随时和他对话并改为和圣殿骑士合作。 【废弃的房屋】废弃的房屋中的房间现在可能有随机的遭遇。 【废弃的房屋】你可能在里面发现一些老鼠。 【废弃的房屋】你可能会在里面发现强盗。 【废弃的房屋】你可能发现里面什么都没有。 ###########DEBUG#################### 【废弃的房屋】修复了废弃的房屋使用了不正确的战斗背景图的问题。