I am pleased to announce that update 1.1.0 for the demo has been released.
Changes in 1.1.0:
Implemented several alternate fire modes – these are activated with right mouse button by default. The following weapons gained an alternate fire mode:
Revolver – faster (but less accurate) shooting by repeatedly fanning the hammer
Rifle/Trenchgun – bayonet stab attack
Machine gun – deploys the machine gun, preventing movement but greatly increasing accuracy
Improved some sprites (including the Luger)
Made Officer AI smarter and more aggressive on harder difficulties
Several enemy AI fixes and improvements
Added “Exposure” setting to the graphics menu, providing a nicer looking alternative to “Brightness” for making the game brighter
UI scaling is now based on the window size rather than the selected resolution, so it should be easier to read if a resolution lower than the native screen resolution is selected (in fullscreen mode – this does not apply to windowed mode)
Made some improvements to the save system. v1.0.0 saves will show as out-of-date, but will still load correctly (it is recommended to re-save current save games anyway)
Hello player, this optimization involves the save structure, so you may have an unexpected situation after updating the original save is invalid , so please pay attention to backup and update carefully .
Fix the exception after saving more than 10, optimize the archive structure
Adds version iterator panel visualization
Changed enemy, storm, weather, season, etc timer to horizontal progress bar
Fixed an exception where ghosts lost their target when reading files
Remove most building collision barriers (keep only wall barriers)
For Update 1.4, we wanted to polish the user experience and iterate upon our core mechanics in a way that encourages more methodical & involved play.
General Changes
+) During the Buildup phase, the Actions of both Players will now shuffle every second
+) When a Player whiffs an Action, the order of their Actions is no longer shuffled
+) Adjusted the FX of certain Actions for better visibility
+) Various improvements to the Lobby (detailed more in the ‘Lobby’ section)
Lobby
+) The settings portion of the Lobby is now optional, you can use the Y/Triangle button to swap between the characters & settings
+) Adjusted SFX for when a player’s cursor is used to navigate
+) Added SFX when a controller is connected/disconnected
+) Adjusted SFX when readying up before a match
+) Added feedback when the game is started by a player
+) Added more visual indicators for a readied-up player
+) Added a visual prompt for controller connection
+) Various tweaks to existing Lobby visual assets
Completely refreshed Story Mode, with brand new hand-made levels across five distinct regions. Defeat each regional capital to unlock iconic landmarks in Sandbox Mode!
PLEASE NOTE: This is a major, breaking change from the original story mode. When you upgrade to 0.940, you'll receive a notice that your story progress is reset. Don't worry, any upgrades you've already unlocked will carry over to this new version, from extra strikes to setpiece disasters. But you'll need to play through the story to unlock new landmarks in Sandbox Mode!
Story Mode
Use every disaster in your repertoire to conquer each city's unique challenges. There are new objectives to overcome. New megastructures to mangle. And existing megastructures have unexpected new twists. Experiment to take down the indestructible TV tower, or see what effect sharks have on a cruise ship!
Sandbox Mode
Every time you defeat a regional capital, its landmarks will become available in Sandbox Mode. Iconic buildings and recognizable monuments are just the beginning. Look out for offshore oil rigs, floating cargo ships, and even a Ferris wheel!
New Setpiece Disaster
Joining the volcano, hurricane, kaiju and skybeam is an incredible new setpiece disaster: the A-bomb. Earn at least 25 stars in Story Mode and head to the Upgrade Shopping Network to unleash the awesome power of the atom in Arcade and Sandbox!
Feedback
Share your thoughts on this update, what you think of the new levels, and anything else you'd like to see in the game with our feedback buttons (email and social media), or right here with your Steam review or on the discussion board.
We're finalizing our plans for leaving Early Access now, including adding support for alternative control schemes (especially controllers and keyboard shortcuts), so make sure your voice is heard as we head into the home stretch!
You remember how we told you that this year is going to be super intensive for Learning Factory? Well, here we are today, with new buildings, and some very important QoL improvements. Speaking of which:
v0.17.118 Released!
New building: Furnace is here to help you smelt Metals into higher quality Metals!
New building: Geothermal Furnace: Upgrades Metals in an even better way, but under the ground
New building: Box Office - allows your catstomers test drive Boxes before buying
Smoother items rolling out from Tunnels
Buildings stick to the cursor line while dragging upon placement; for Transporters - only works while alternative layout mode is on. Sticking threshhold can be tuned in Settings
Automatical ML model switching altered: switching happens upon comparing the average of latest prediction results. E.g. if one model is trained worse than the other one, but accidentally gets a lower error rate in a batch, switching won't happen
Added an option to downgrade items in Docks
Added an option to delete all Zeppelin routes altogether
Zeppelins return to the Backpack when their route is deleted in the Zeppelin Routes section (via Евгений Ры́марев)
Added an ability to reset keyboard layout to AZERTY (for players with the French keyboard layout)
And don't forget to follow Learning Factory on Steam to get the news about new updates as soon as they're out there
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How to Get More Involved
Going to Early Access is but the first step to glory (and eternal cat happiness). Wanna be part of what happens next? Head to this blog post and learn how to help make the game even more awesome!
Share Your Gameplay and Become Part of KOTOVOD History
Learning Factory needs your help! Record a 10 or more minutes of you playing the game, share a video using any way you see fit, write your name into Learning Factory credits and get a promo cat! Make history here
Personal note: The big update is progressing well and I will be sharing details next week on what to expect but one thing to note is the update will contain an overhaul of the terrain and will finally fix all the matching up issues and holes so if you see any just know they have been solved internally.
Added
-New hit reactions for human AI -Several performance optimisations -New encumbrance system (Experimental)
Fixed -Fixed weapon attachments going mission when swapping weapons sometimes -Fixed weapon ammo changing and being too high when swapping weapons sometimes -Fixed AI and mission characters falling through the map when the player is out of range (should fix mission characters sometimes not being where they should be!) -Numerous terrain holes -Brute boss being able to fit into areas smaller than his model -AI not always reacting with animations when shot -Fixed AI being able to shoot while in a knockback animation -Fixed bug causing screen to flicker black at higher fov's
-Changed
-Overhauled human hit reactions -Overhauled stamina weight penalty system -Big improvements to enemy spawning performance (should stop/reduce stuttering when the game is loading NPCs) -Tweaks to AI aiming