It's been a hectic week for me. I don't about all of you, but I'm looking forward to the upcoming Spring Recess for some extra free time!
This week, I got down to drafting the scenario for the "Countess in Crimson" quest. I've sketched out a map of the layout while adding in notes of aspects I want to add to this short dungeon. I also finished making some of the new sprites for the characters in this quest and importing all of their character portraits into the game. With that step out of the way, I can begin map building and event scripting! The loyal maid, Lauren Lindholm's character portrait and expressions are all done. I also finished the colors and shading for another character, Captain "Redbeard" Gloria: I haven't finalized all her expressions yet, as I'm waiting until I'm done writing the script for her scenes, but I cleaned up her look a lot from the initial sketch and I'm quite satisfied with how she turned out. I want to use the some of the time I have working on this update to clean up some other things in the vampire route. Stuff like adding in additional character portraits and adjusting some maps come to mind. Are there any small aspects of the vampire route that are nagging you? Let me know and maybe I can address them in time for this update.
That's all I have for you this week. Until next time, everyone!
Tunguska: The Visitation - Enhanced Edition - Rotorist
- Added the ability to cook the F1 grenade by holding RMB. Just be quick with selecting the trajectory, but if you run out of time, simply keep RMB held and switch to another weapon, and it won't explode in your hand. Other grenades cannot be cooked due to their already short fuse time.
- Fixed a bug with Panned/Fixed mode where toggle dosimeter doesn't work.
- Fixed a few raven perch spots so when they get killed their they will fall to a place reachable by player
A few updates we weren't able to include in the previous updates.
Fixed a bug where the Sol and VH House Drama could fail to return control if triggered in certain regions.
Vess now triggers the correct conversations if you complete her Quests but converse with her in different orders. This allows for easier access to her Bottle quest.
Added additional safeguards to ensure control is returned to the player after all House Dramas.
We've made significant improvements to how the game remedies dropped packets by increasing the amount of historical frame data within each packet. Previously, a major cause of freezes online was one of the game clients not having enough input data from other peers to progress the gameplay. This was not as much of an issue for players with extremely stable connections, but for players that may drop up to two or more packets in a row at times, a freeze could occur frequently. Now we bundle enough historical input data in each packet to allow up to the full rollback window range, which gives the maximum amount of time possible to backfill any missing data.
A bug was fixed that caused false-positive desyncs to occur frequently, specifically after resuming from a freeze up. This should greatly reduce the likelihood of seeing an inaccurate desync notification.
General
Optimization
Assist cut-in graphics are now cached before a match starts to optimize spawn timing.
Improved tracking on graphical memory allocation for damage counters to ensure a more reliable cleanup after being destroyed.
Menus
Controls
Fixed bug that prevented the right trigger deadzone setting on controllers from being saved by the profile.
Playable Characters
CommanderVideo
Rainbow trail - No longer removed by non-flinching attacks (e.g. Welltaro’s double jump projectile).
Octodad
General - Hurtboxes tightened on up strong, down strong, crash attack, assist call, assist call air and portions of up special.
Character content ids and sprite entity ids no longer need to match in order to render damage counters correctly (previously the icon and name would not render).
Fixed bug where matching music content ids from different namespaces could result in the incorrect track being loaded on a stage.
Fraymakers Api Types Plugin v0.1.5
New PlaySoundArgs: autoPrefixByResource, autoPrefixResource
New GameObject methods: attemptHit(), getCostumeShader()
New Match method: freezeFrame()
New GlobalSfx constant: MENU_CLICK
Removed unused ProjectileStats field: inheritPalette (can still apply palette shaders through code)
We are inching ever closer to the game's full release. Version 1.6.3 adds 2 new maps: the Octogon (new bossfight), and the Crimson Trench (new ship battle level). Here are the other changes: Monsters get stronger at a faster rate above level 35, 45, 55, 65, 75 Added stun resistance stat to enemies - most giants and Corsair Strongmen have 50% chance and duration reduction. For bosses it's 66% Added Hermit crab enemy type Added Whirlpool spell. Most useful as crowd control. The repeater got a new, more historically accurate look New secret boss fight in Crumbling Cellars Added Captured Specimen pickup type - always gives a pet type. You can get it from the Arena, or from certain bosses. Added Seagull minion type Revamped ship GUI. Added lifebar. Ship wheel now glows green while ship is being healed Rogue/Infiltrator/Heavy Cavalier now has cape instead of backpack Company Elite / Weapon Smuggler model tweaked Imps and Demons now have thematic decorations on their backs Renamed Sandal item to Shoe Otherwordly Servant projectiles no longer pierce by default, but a new Perk has been added to enable it King Crab's base life increased from 900 to 1000 Frenzy costs double powder amount on Tridents Revamped Pit of Souls encounter after Kraul's death + added exit circle to the zone Survivor's Hideout fiddle interaction is now started by a use event Expanded the southern edge of the Forgotten Shrine by a bit (mostly visual change) Moderate visual changes to the Mudskipper Grove zone Minor visual changes to a lot of maps Lava is now rising slightly slower on the Shattered Peak Added particle effect around ships moving in lava + new texture for lava splashes Added limit do damage number scale, and now it also scales with monster level Integrated dodge mechanic into tutorial Changed title of Ungodly Beast hint journal page Minor touchups to some doodad models Fixed: violin was not healing ships Fixed: buildings can no longer be stunned Fixed: Did some terrain cleanup of the randomized cave tileset Fixed: Squid Tentacle no longer interrupts attack when out of range Fixed: stationary units can no longer board ships Fixed: Squid Tentacle attacks had no effect sometimes because the projectiles spawned underground Fixed: Destructible Rocks had wrong death sound effect
Editor: Unit type lists in the editor are now sorted alphabetically Added various new trigger conditions and actions Added a couple of new doodads
That's about it for today. As always, a lot of changes may cause a lot of bugs. If you have any issues or suggestions, reach out on the forums, or even better, on our Discord server!