Greetings, noble vassals and stewards of the realm,
We are excited to share with you the latest feature we are working on. As you all know, building a thriving kingdom requires hard work and dedication, and now with the introduction of stage based construction of buildings, players will have the opportunity to truly immerse themselves in the intricacies of managing their own kingdom.
With this new feature, constructing buildings has become a more involved and immersive experience. Each building requires a builder who must deliver the necessary materials to the construction site. As time passes and construction progresses, the next stage of the process becomes visible. Players will be able to see their buildings come to life, with several stages of construction looking different from one another.
To construct a building, players will need to gather materials such as stone, wooden planks, tools, logs, clay roof tiles, metal roof tiles, bricks, glass, iron, stained glass or bells.
These materials can be acquired through various means, such as trade, exploration or production, and players will need to strategically manage their resources to ensure that they have enough to construct the buildings they desire. We hope to provide players with a more immersive and satisfying gaming experience, allowing them to truly become the ruler of their own kingdom.
We welcome your feedback and suggestions on how we can continue to improve and expand upon the game. Thank you for your support, and we look forward to seeing your kingdoms grow and prosper.
Exciting times as Mod Tools and Steam Workshop support is making its way to Stranded: Alien Dawn! This has been highly requested by the community since Early Access launch and we are delighted to roll it out for you in update #3. We're back with a new Developer Journal with our friends from Haemimont Games to talk about the new mod tools. Let's dive right in:
Hello! Thank you for joining us for the dev journal! Could you please introduce yourself and what you do on Stranded: Alien Dawn? Hi there, my name is Kali, I am Associate Producer of Stranded: Alien Dawn and recently main helper-slash-tester for the new update and the modding functionality.
This new update brings Mod Tools and Steam Workshop support to Stranded: Alien Dawn could you talk a bit about your approach to mod support? With this update, we're providing the community with tools that our game designers use daily to create content such as plants, animals, devices, resources, and much more. Players will have the ability to modify many features in the game and even create their own content using the same tools. The modding environment is separate from the main game and also allows for testing of mods. We've provided both sample mods and documentation to demonstrate how some of the mod items work.
Mods can be a bit of a technical challenge to overcome – how do you think those who have previous experience with modding will be able to use the new tools? While modding does require some technical knowledge, we believe that players with experience will understand our approach. Those who have modded our previous games will have a significant advantage, as they will be familiar with our modding environment. For those taking their first steps into modding with our editors, they will have the option to copy existing items to see how they were created for the game, and then tweak them to their liking.
Could you tell us more about the official mods you've created? We've prepared four official mods for players to try out, which will be available on the Steam Workshop on 28 February:
Blue Moss Expedition - This mod adds a new expedition that appears at the beginning of the game, along with related story bits. The moss can then be used to make a tea that will improve your survivors' moods and help them relax. Opening this mod in the editor will let you see how resources and recipes work together, and how to create new technology for research
Meat Plant - A new research option that unlocks a plant that grows meat, based on the barrel cactus. Now you can more easily get meat for your survivors
Landing Pod Statue - This mod changes the starting resources by adding some stone and unlocks a statue of the landing pod that is available at the start of the game. It also shows how to import custom assets into the game. To make the process easier, we have provided a Blender scene that can be imported into the game.
New Survivor - This mod creates a new character with specific traits and happiness factors.
What sort of mods are you hoping to see from creators? We anticipate all types of mods, as players' creations have always exceeded our expectations. We can't wait to see the first mods and the creative ideas that players come up with!
Could you talk a bit about the sample mods you've been making for players to download? Anything you can share about what they contain and how they will change people's game experiences? Our sample mods were created to showcase the editor's capabilities and provide guidance on where to start and what to include in a mod. By demonstrating how to link separate items, the samples help modders understand what is required for their mod to function properly. Additionally, the sample mods provide examples of code and how it can be incorporated into mods.
Are there things mod creators won't be able to do with the new Mod Tools? Although the maps themselves will not be editable, players can modify everything else they see in the game, including the moons!
How can I share mods that I’ve created with my friends? Using the Steam Workshop, players can share their mods with the community and subscribe to other players' mods.
That's all we had time for this week! We're looking forward to all the new mods you'll be making using these new Mod Tools.
On 28 February at 3:00pm GMT, the community team will be joined by developers from Haemimont Games for a live demonstration of animal taming and the new update on Twitch and YouTube. We'll see you there!
Well, there’s always a first for everything – we’ve been working relentlessly on more improvements, more fixes and more tweaks, and since the second part of the big content expansion is still a few weeks away, we’ve decided to not sit idly on these improvements. Hence – the first unscheduled update is here today. We’re confident you won’t hold it against us!
Main improvements are linked to the Megalodon beast – chance for it to appear is changed and you will see it more often now, and it will aim for your buildings. Torpedo platform is now launching a proper torpedo instead of a pulse projectile.
Another batch of optimizations is also a part of today’s package, as well as numerous bug fixes and tweaks based on player feedback.
With this update out, we’re continuing on the second content update and Atlantis Project feature for the incoming major update.
CHANGELOG
IMPROVED: Megalodon underwater beast will now appear more frequently and will attack buildings
IMPROVED: Inside Greenhouse, water will appear beneath a rice field
IMPROVED: When vehicles are idle, all visual particles will be turned off
IMPROVED: Underwater fields now display correct and consistent output number in any panel containing this information
IMPROVED: Pipelines visuals optimized for faster drawing
IMPROVED: Torpedo platform now launches torpedoes instead of pulse projectiles
ADDED: Dynamic size of pirate/shark/Megalodon health bar
TWEAKED: Temple description text instead of production text
TWEAKED: Drone efficiency calculation is now precise regardless of number of assigned drones in production building
TWEAKED: Reduced value per citizen given by marketplace
FIXED: Corrected simultaneous docking of transporter and underwater field vehicle
FIXED: Lucky trader combo bonus now works as intended
FIXED: Market tax now works properly after game reload
FIXED: Greenhouse now doesn’t consume oxygen if it is turned off
FIXED: If starting CS is skipped, game interface now won’t appear prematurely anymore
Before we begin with the Patch Notes, i would like to ask you to join our Discord Server to become part of our community! Send us your feedback and suggestions to help us improve the game even more and make it as good as it can be!
We are incredibly proud of what we created and seeing you enjoy the game brought the entire team an immense amount of joy. However, it is with deep regret to inform you that we will no longer be continuing with the development of Tomorrow Falls.
While we hoped that we would be able to continue to take you on the journey with us to an official launch, the Tomorrow Falls experience fell short of our expectations, and we had to make some tough decisions. We know that this will come as disappointing news for many players, and we are truly sorry that we won't be continuing with the game’s service.
The DPS Games team will be moving on to a new project and we look forward to sharing more about this in the future. Please keep an eye on our website for more details.
As a thank you for all your playtime and feedback, we'd like to offer you one final chance to play Tomorrow Falls – this time with cores already applied to your account so you can begin unlocking straightaway, and playing alongside the development team here at DPS Games.
This will take place on:
Thursday, 2 March
2200 GMT – 0300 GMT
2300 CET – 0400 CET
1600 – 2100 CST
1400 – 1900 PST
Please go here to sign-up for the playtest and we will grant access in the coming days. Please note that it may say Project: Arena Clash (our old code name) next to the ‘Request Access’ button, but it is the latest and greatest build of Tomorrow Falls.
We will be removing the game from the Steam store shortly after the playtest finishes, and you will also notice it disappearing from your Steam library. We will close the Discord server on Monday, 6 March 2023.
Thank you once again for all the time you have invested in playing and testing Tomorrow Falls for us. We hope to see you in our next venture.
Kerbal Space Program 2 blasts off into Early Access today! Pioneer the game with us as we enter the deep space journey of Early Access. Your feedback and suggestions can help shape the future of the game. Make sure to join the Discord, Subreddit, and/or forums, and follow us on social media! We’ll be posting frequent game development updates, challenges, and much more across these channels. Don’t miss out!
For information on how to submit feedback, check here: Feedback FAQ.
Grab a snack and delve into Kerbal Space Program 2 Early Access! We can't wait to see what you build, discover, and accomplish.
From us at Intercept Games and Private Division, thank you for your support. Enjoy a new cinematic trailer to watch over and over! Happy launching!
In this weeks Dev Log we'll be diving into the art of Gord, and look at how the visual design team began work on our dark fantasy adventure-strategy.
Join Stan, and Tomek (Lead Concept Artist), as they discuss how they found the right visual style, how concepts are created and how Tomek often has to decipher Stan's drawings.
Graphics settings default to “high quality” on first playthrough. If you are having framerate issues on initial load, access Settings via the ESC menu and select alternate quality settings.
Fuel flow and Delta-V calculations are currently undergoing optimization, but on day 1 of Early Access, high numbers of engines pulling from a common fuel source may impact framerate. If you’re having trouble achieving a desired framerate on your machine, consider using a smaller number of higher-performance engines on your vehicle. This issue is very high priority for us and will be addressed in an upcoming update.
The center of lift indicator does not yet update dynamically when you adjust a wing in the editor - to see the effects of a wing modification, you must first exit the editor to update the center of lift.
In KSP2, the arrow keys now pan the camera, rather than rotating it (right mouse button still rotates the camera). If you get the camera in an undesirable state, press the Home key on your keyboard to reset it to its default position.
Known Issues Being Actively Worked On:
Some parts from the original KSP aren't available-a few parts won't carry over — for example, the increased flexibility of the new engine plate system has reduced the need for bespoke compound parts like the Twin Boar and Mammoth engines. Also, the old patchwork wing parts have been supplanted by procedural wings. Other parts (for example A.I.R.B.R.A.K.E.s) are still in development and will be added in future updates. And of course Science collection, future propulsion, and colony parts will be added alongside their respective feature updates.
There are still a few issues with our serialization code, and very rarely (especially when building high-complexity vehicles) your vehicle may collapse into an unrecoverable pile of parts on the floor of the VAB. The undo key may also break your in-progress build. For now, it’s a good idea to save frequently.
Trip planner – the trip planner occasionally displays inaccurate delta-v numbers for some destinations. All delta-v numbers in the VAB use vacuum specific impulse numbers, which affects their accuracy. This will be addressed in a future update. Delta-v numbers shown in the staging stack during flight dynamically reflect the current flight state.
Re-entry heating and thermal systems are offline - you'll have a brief window here at the beginning of Early Access during which you can re-enter any atmosphere without a heat shield. We’re still buttoning down our heat transfer, ablation, and occlusion systems. Vapor cone visual effects are also still in-progress.
No collision on trees or rocks - we're optimizing collision for these objects right now, and in the interest of maintaining good framerates we're going to complete that optimization work before letting you crash into these objects. For now, they're holograms. While KSC buildings ARE collideable, they are not yet destructible.
Framerate stutters/lag - we're continuing to work down the list of performance optimizations, from highest to lowest impact. As we push processes out of the main thread and continue to improve the efficiency of our physics, resource flow, VFX, and graphics systems, framerates should improve for all players.
Some UI elements can be challenging to interact with - we're still cleaning up the systems that give priority to different classes of information in the map view, and there are times when you need to click a few extra times to get a hold of the maneuver planner. Similarly, you may have some challenges associating selected parts with their data in the Part Manager. We’re making several changes to the current UI so you can expect this experience to improve over time.
This list is not exhaustive-we are tracking and working on a number of additional issues. If you have non-bug feedback during Early Access, please submit that feedback through the form in the launcher. If you've run into a bug (or think you have) please go to Private Division Support.
Today’s patch for SpellForce – Conquest of Eo is all about choice and setting up the game the way you want to play it! Now you can completely individualize your preferred difficulty setting from enemy aggression to antagonist power and AI behavior to economy as well as choosing the Circle Mages you face in the game. Pro Tip: Simply pick the ones you love to hate, to make victory that much sweeter! We have also been busy with over 50 smaller and larger fixes and improvements to the game based on community feedback as well as major performance optimizations, so more people can enjoy a smoother experience.
Time to visit Eo and make your way from humble beginnings to becoming the greatest of mages – if you survive!
This is the complete list for the patch 1.1:
Additions
Added a variety of custom difficulty settings - set the game up exactly the way you like to play it
Added antagonist selection at campaign start - choose whom you face in game!
Display quality of slotted artefacts/glyphs in unit details
Added essence filters for inventories in the tower menu - filter your ingredients by essence type
Improvements
Several performance improvements on worldmap leading to reduced system memory usage, improved loading times and smoother framerates (especially on weaker systems)
Improved colors of crafting essences, to be better readable for people with various color vision deficiencies
Can now assign build lodge action also into known fog of war
Improved performance when gaining status effects in battle
Increased supported concurrent domains displayed per faction from 50 to 128 (looking at you, Instant Castle spam)
Tooltips correctly differentiate between "can cause"(30% chance) and "inflict"(100% chance unless resisted) status effect
Made description of Thunderstorm and similar skills clearer
Follower explains that it overrides Enslaved
Balance
Resistances are now stacked relative chance based on difference to 100% (30% Resistance Base = 30% Resistance, add 20% from Spell/Glyph= 30+(70*20%)= 44% Resistance). This allows units with 100% resistance to still be immune, while providing diminishing returns for stacking resistances and prevents immune murder stacks.
Steadfast now grants 50% resistance against status effects instead of full immunity
Life leech only works against Mortal units to make it less universally powerful
All summons in battle appear without actions to reduce summon spam strategies
Specific Titan Spells can only be kept active once, like Global Enchantments (affects Forgemaster, Lightbringer, Primordial Treant, Shaper Golem)
Consume Corpse now always heals the unit post battle for its healing value, but is rarer in levelups, so you don't have to hunt down or miss out on corpses in battle