This is a quick patch to fix a couple of game breaking issues.
v1.6.1f1
General
- Fixed AV-42 and F/A-26B livery reference UVs
- Fixed physics issue in missions with AI AV-42 units
T-55
- Fixed: AGM-27 missing from single player quick missions
- Fixed: couldn't take over controls when using center stick
Liveries
- Fixed: livery selector list broke after creating a new livery
[ Ui ] - Fixed common asserts. - Removed Trade-Up contract UI for Limited Test. - Fixed multiple items showing up in the inspect panel.
[ Audio ] - Use correct audio device name when user picks "default" device. - Added weapon drop sounds to minimap distance broadcast. - Lowered volume of some dust2 ambience. - Added some missing ui sounds. - Lowered volume of flashbang ringing and volume ducking effect. - Reduced stereo spread of grenade explosions. - Fixed phasing with deathmatch kill bonus sound.
[ Game ] - Fixed various game crashes. - Smoke bullet holes are now fixed relative to the firstperson camera. - Smoke grenades dropped in small crevices no longer detonate on the incorrect side of thin walls. - Players can no longer pick up weapons while dead during a competitive match. - Fixed dropping weapons during the team intro. - Fixed +voicerecord getting stuck on when held during team intro and released after. - Chat messages sent during end of match no longer show players as *DEAD* if they were dead at the end of the last round. - Fixed handling game input keys such as +voicerecord while panorama has focus. - Added netgraph.
[ Graphics ] - Fixed flickering with MSAA. - Fixed smoke cloud volume lighting. - Fixed stencil issue on glass when MSAA is disabled. - Updated various weapon finishes based on community feedback.
We’ve made progress on the VFX for multiple different abilities! Here’s an example of a new projectile called Aqua Launcher.
We’ve been working on descriptions for each Kinfolk’s Compendium entry. They’re generally similar to the one we showed in the previous example with Shovlet, and they’re a good opportunity to convey aspects of a Kinfolk that might be less apparent when you first encounter them in the game.
As a part of this, we’ve also been determining the average heights for all Kinfolk. We’re pretty happy with the overall range we have!
There’s now an easier way to create story mission dialogue for Kinfolk on your team. Essentially, we’re able to write lines for all applicable personalities in a single node, which conserves a vast amount of space in the xNode graphs.
We’ve created some new shouts for Kinfolk on your team to use when you cook for them. They’ll be based on things like personality and whether or not you fed them their favorite flavor.
The colors for our Character Creation models have been corrected to use the intended color scheme. Previously, everything was too light and de-saturated due to an issue importing them into Unity. There’s still some slight fine tuning to be done, but all in all it’s a massive improvement.
There are two outfits in the works for the child human models. After finalizing the shape of the clothing models, our next step here will be making the textures for them.
The materials for the houses in town are coming along nicely! At the moment we’re focusing on creating the materials for the climbing ivy plants that will cover many of the houses in town.
The story boards for some cut scenes are making great progress! After years of only having mental images for these scenes, it’s both thrilling and eerie to see them before our eyes. It’s also interesting to discover the variations in how different people have envisioned the same moments!
We currently have a handful of Null Type Kinfolk (Big_Bandit, Short_Sword, and Tender_Foot) in the concept art phase, as well as one Gaia Type, Briar_Stomper. We’re finishing up the model for Little_Bandit, and the model for Briar_Heart is coming along well. The unnamed Gaia Type that was in the modeling phase last time is now in the rigging phase. Puddle_Hopper’s attack animations are in progress, as well as Tide_Walker’s standard animations.
The concept art for the dungeon’s interior overview has been completed, so we’ve moved onto creating more detailed concept sheets for the set pieces that will be in the dungeon. It’s important that we get the feel of these smaller details right to achieve the desired atmosphere.
While working on the artistic side of the dungeon, we’re also fleshing out the design aspects. Now that we have the interior overview, we can start planning the layout for the path through the dungeon. The 2D design plans are finished, and we’re starting work on gray boxing.
We began working on something called “pooling” for our abilities. Essentially, instead of creating a brand new instance of an ability every time you use it and then disposing of it after, we save it and hide it after use. Then, when that ability is next used, we just dust off that old one and repurpose it. This is a huge performance saver, and should reduce stuttering and lag in instances with a lot of abilities firing.
We’ve added support for assigning distinct locations and regions within the over world. Essentially, we can draw a polygon around an area and give it a name. This is useful for things like showing where you met your Kinfolk or their final resting place. We also implemented the logic that causes an area’s name to show on the screen when you enter its boundaries. It’s a small detail, but it’s exciting to see an addition to the UI that builds out the exploration side of the game.
We started an early implementation for characters orienting themselves correctly on sloped terrain. Now both the human player and Kinfolk should tilt to fit the terrain's natural curvature much more believably.
Our process for updating low poly terrain tiles has been streamlined to take much less time. It used to be that once we finished sculpting in an area, we had to go through a somewhat long and complicated process to make the low poly version of the tile match the high quality version. That way we can load in a less detailed terrain tile when you’re far away from it to save on performance. Now we can achieve the same result by clicking one button. So much better.
We’ve continued working on mission code for one of the single player's story missions. Part of that during this sprint has been making an NPC with unique behaviors and logic.
Community
Earlier this week, we sent out the information for Tailors/Cryptic Journal backers. If you haven’t yet, be sure to check your email for this message. You can also find the information in this post.
One small addition to the information we already gave: If you’re working on your entry for the Cryptic Journal, images without backgrounds are preferred, but not required.
Thanks for stopping by, everyone! We’ll see you next time, on April 7.
We’ve made progress on the VFX for multiple different abilities! Here’s an example of a new projectile called Aqua Launcher.
We’ve been working on descriptions for each Kinfolk’s Compendium entry. They’re generally similar to the one we showed in the previous example with Shovlet, and they’re a good opportunity to convey aspects of a Kinfolk that might be less apparent when you first encounter them in the game.
As a part of this, we’ve also been determining the average heights for all Kinfolk. We’re pretty happy with the overall range we have!
There’s now an easier way to create story mission dialogue for Kinfolk on your team. Essentially, we’re able to write lines for all applicable personalities in a single node, which conserves a vast amount of space in the xNode graphs.
We’ve created some new shouts for Kinfolk on your team to use when you cook for them. They’ll be based on things like personality and whether or not you fed them their favorite flavor.
The colors for our Character Creation models have been corrected to use the intended color scheme. Previously, everything was too light and de-saturated due to an issue importing them into Unity. There’s still some slight fine tuning to be done, but all in all it’s a massive improvement.
There are two outfits in the works for the child human models. After finalizing the shape of the clothing models, our next step here will be making the textures for them.
The materials for the houses in town are coming along nicely! At the moment we’re focusing on creating the materials for the climbing ivy plants that will cover many of the houses in town.
The story boards for some cut scenes are making great progress! After years of only having mental images for these scenes, it’s both thrilling and eerie to see them before our eyes. It’s also interesting to discover the variations in how different people have envisioned the same moments!
We currently have a handful of Null Type Kinfolk (Big_Bandit, Short_Sword, and Tender_Foot) in the concept art phase, as well as one Gaia Type, Briar_Stomper. We’re finishing up the model for Little_Bandit, and the model for Briar_Heart is coming along well. The unnamed Gaia Type that was in the modeling phase last time is now in the rigging phase. Puddle_Hopper’s attack animations are in progress, as well as Tide_Walker’s standard animations.
The concept art for the dungeon’s interior overview has been completed, so we’ve moved onto creating more detailed concept sheets for the set pieces that will be in the dungeon. It’s important that we get the feel of these smaller details right to achieve the desired atmosphere.
While working on the artistic side of the dungeon, we’re also fleshing out the design aspects. Now that we have the interior overview, we can start planning the layout for the path through the dungeon. The 2D design plans are finished, and we’re starting work on gray boxing.
We began working on something called “pooling” for our abilities. Essentially, instead of creating a brand new instance of an ability every time you use it and then disposing of it after, we save it and hide it after use. Then, when that ability is next used, we just dust off that old one and repurpose it. This is a huge performance saver, and should reduce stuttering and lag in instances with a lot of abilities firing.
We’ve added support for assigning distinct locations and regions within the over world. Essentially, we can draw a polygon around an area and give it a name. This is useful for things like showing where you met your Kinfolk or their final resting place. We also implemented the logic that causes an area’s name to show on the screen when you enter its boundaries. It’s a small detail, but it’s exciting to see an addition to the UI that builds out the exploration side of the game.
We started an early implementation for characters orienting themselves correctly on sloped terrain. Now both the human player and Kinfolk should tilt to fit the terrain's natural curvature much more believably.
Our process for updating low poly terrain tiles has been streamlined to take much less time. It used to be that once we finished sculpting in an area, we had to go through a somewhat long and complicated process to make the low poly version of the tile match the high quality version. That way we can load in a less detailed terrain tile when you’re far away from it to save on performance. Now we can achieve the same result by clicking one button. So much better.
We’ve continued working on mission code for one of the single player's story missions. Part of that during this sprint has been making an NPC with unique behaviors and logic.
Community
Earlier this week, we sent out the information for Tailors/Cryptic Journal backers. If you haven’t yet, be sure to check your email for this message. You can also find the information in this post.
One small addition to the information we already gave: If you’re working on your entry for the Cryptic Journal, images without backgrounds are preferred, but not required.
Thanks for stopping by, everyone! We’ll see you next time, on April 7.
Hey, buddies! We’re back with a host of new Scoutmaster Season updates, including the release of both the Final Animations Patch and Scoutmaster Season: The Journal! Please be sure and read the full post below, as it contains information for fans of all BLits Products and Camp Buddy!
Scoutmaster Season: The Journal Released!
After our announcement last month of Scoutmaster Season: The Journal, we’re happy to announce that the wait is over and a digital version is available for purchase on our website right now! You can purchase this brand-new artbook, which contains both PDF and PNG image formats, for $19.99 at the link provided below.
With 210 pages of exclusive content, Scoutmaster Season: The Journal is packed full of beautifully rendered illustrations, character profiles and designs, storyboards, walkthroughs, and more! Please check out the table of contents below:
That’s quite a lot of content to begin with, but we have more to show! We’ll be previewing each of the individual sections, so check them out below.
Journal Entry 1 – Official Art Gallery:
Just like for Camp Buddy, the first section contains all major promotional images for Scoutmaster Season, including a brand new, amazing cover illustration of all the main characters! Check it out below:
Journal Entry 2 – Concept & Characters:
If you thought you knew everything about the Scoutmasters, think again! There’s lots of developer trivia, new concept art and more packed into this section for both the main and side characters!
Journal Entry 3 – Story Event Illustrations:
Since the stories are so essential to the game, each route has a dedicated section with compiled art, trivia, and sketches of each scene so you can dive even deeper into their backgrounds and how we created the game!
Not only does this section contain all the story elements, but it also contains the juicy details about each character’s sexual preferences, including a guide for the foreplay minigame for each character as well! There’s also glorious full spread pages of each sex scene, so you can enjoy all the sequences at once! Check out a sample below:
Journal Entry 4 – Development & Multimedia:
This section dives into the nitty-gritty of Scoutmaster Season, including showing a full roadmap of our development timeline, a photo minigame guide, as well as interface design process, staff and cast interviews, and even the sheet music for our main theme, Buddy Oath!
Section 5 – Fanworks:
As promised during our 2022 Fanart Contest, the winners have been included in our newly released Journal and can be viewed in this section, alongside several guest artists that you might recognize! You can check out all their entries inside the artbook!
Section 6 – Game Walkthrough:
Lastly, just like in Camp Buddy: The Journal, we’ve included a detailed walkthrough of the game, along with point values, sexual role choices, and sidequests to make getting that perfect ending even easier!
As you can see, there’s lots to learn and checkout from the previews alone, so be sure and get your copy now!
Scoutmaster Season: Final Animation Patch Released!
Following on the heels of Scoutmaster Season: The Journal, we’re also releasing the Final Animations Patch for Camp Buddy: Scoutmaster Season on both Steam and our website! This final update contains various bugfixes, as well as the final two Crack Scene Animations for both Goro and Aiden’s Route!
With these two animations, we’re happy to announce that all sex scenes in Camp Buddy: Scoutmaster Season have been fully animated!
That’s all for this patch, but you can checkout the full patch notes at the link below:
That’s all for now buddies, but we hope you enjoy the brand-new artbook, as well as this final animations patch! We’d also like to inform everyone to stay tuned for a Jock Studio Development Update releasing tomorrow evening – this update will contain previews, news about the kickstarter and more, so you don’t want to miss it!
Thank you again for your support as always, buddies, and we’ll see you again soon! ~Lots of love, BLits Games
• Added French language! • Added German language! • Added 2 new Fishing Accessories -- both can be found in the W5 Crystal drop table, but more specifically are in the W5 Tree rare drop, and Wurm Monsters rare drop. • Added the 4 starter hats as SUPER rare drops to a monster in each world, W2, W3, W4, and W5.
• When placing Tower Defence Towers, they will pixel-perfect snap next to existing towers so you don't need to precisely place towers to squeeze them all into the same platform. • Added a "Kick Inactives" button to Dungeon Lobby, shows up if you try to enter a dungeon with people in your party missing. • Edited the display for Deathnote, so that kills "hug" the right side, and are in a neat orderly column. Much easier to ready! • Added major buffs to YANG cogs: from 40% Build rate / 40% Flaggy rate, to 100+% Build rate / 100+% Con EXP rate. By 100+, I mean they scale based on your highest Construction Lv (they start at 40% at Lv 1, and go up to the mid 100s%)
• Adjusted "+% EXP for Specialized Talents" to correctly also include Construction, Laboratory, and Divinity. These talents still won't help "account-wide" skills like Breeding, Sailing, and Gaming. • "EXCOGIA!" buff from YIN cogs buffed: now includes +20% Cons EXP rate. These two cog changes were made so they remain viable in late-game as they were always meant to, as described in their Gemshop description. • Lowered Smithing Lv Requirement for Diabolical & Troll equipment • Lowered the time required to smelt bars. From Copper to Dreadlo, it went from [100, 400, 1000, 2.2K, 3.5K, 6K, 12.5K, 25K, 50K] to [50, 150, 350, 1K, 1.5K, 2.5K, 5K, 10K, 20K] • Lowered Gold Twince cost for Troll helmet : 10 --> 3
• Fixed a weird bug where youd "level up!" at random times (just the animation would pop up, no actual Lv Ups. Purely graphical fix) • Fixed a display issue where certain cards would display the monster's stats, even if the monster had no stats (like the Blobfish Critter card lol)
Join Community Manager Arciellia and the GMs to celebrate 15 Years of Mabinogi together! There will be plenty of shenanigans and prizes you won't want to miss out on! Join us on our Twitch.tv channel, Tuesday, March 28th at 12:00 PM PDT (3:00 PM EDT). As always, there will be giveaways throughout the stream.
Check out the 15th Anniversary GM Event details here!
Come celebrate the 15th Anniversary of Mabinogi in-game with some of the team members! Meet your GMs and reminisce about 15 full years of Mabinogi! Wait... is that cheese I smell?
-Time-
Tuesday, March 28th, 2023
Pacific (PDT, UTC -8): 12:00 PM - 1:00 PM Eastern (EDT, UTC -5): 3:00 PM - 4:00 PM Paris (CEST, UTC +1): 9:00 PM - 10:00 PM
-Location-
Channel 3 & Channel 5
Near the East Blago Prairie Moon Gate
-Event Details-
Log on to your character at the date and time shown in the above schedule, and visit the location.
Meet up with the GMs of the Mabinogi Team to hang out and chat!
Watch out though, as you may encounter monsters in your path!
Wait ... what is that over there ... is that The Ghost of Katherz?
Bring your friends and your pets to spend some quality time with the Mabinogi Team.
Special rewards will be provided to all who attend!