Welcome back to another #FeatureFriday, descendants of the first men! ËlettuceË
We hope everything is going well for you and that you are safe. Another busy week here at Gathering Tree as we continue to strive to provide you with the greatest TFM experience possible. We're excited to share this week's improvements and additions with you, so let's get started! ËreexcitedË
ËhappyhfË First and foremost, we are pleased to announce the inclusion of a new building to the game: the Bakery! You may now make tasty baked products for your hungry characters by constructing your own bakery. In the spirit of food, we've added a new dish to the game: the Morning Meal. This filling breakfast dish will get your characters' days started better!
ËhappyhfË We improved numerous game systems by rewriting prerequisites, improving the reference finder in content tools, and reorganizing classes. We improved the Mapmaker faction detail window and resolved issues with prerequisites for character qualities and faction population. In addition, we're improving elements like talents and items and adding new ways for players to advance.
The work for the upcoming version 0.7 continues, and we're excited about all our improvements. We couldn't have done it without the support of our amazing community, so thank you all for your continued encouragement and feedback. We're always striving to improve the game, and we hope you're enjoying the updates. Stay tuned for more, and don't hesitate to join TFM's Discord with any questions or feedback you may have. ËreimpressedË
Have a wonderful weekend, and see you all next Friday! ËgearthumbsupË
After the 1.7 beta started in early March, it progressed rapidly to its final release on the default branch, 1.7.15. The game gained a variety of features during the 1.7 beta, like fixed departure times, an in-game shared games browser overlaid on the world map, shared game likes, and a couple mod cleanup tools.
After 1.7 was done work started immediately on 1.8. The main feature of 1.8 is a rework of train pathfinding, to solve long standing issues with how exactly train paths origin and destinations are represented by the game. If this effort is successful, it will lead to important improvements like making line timing more in line with real life. This work is ongoing as 1.8 is under private development, but in other areas a couple of new features have been implemented: an unified track append and branch tool and a shared games browser with a sortable listing. Read more in the March devblog:
Spring has blossomed! This week in Forza Horizon 4 is your chance to drive the 1991 Peugeot 205 Rallye, a front-wheel drive retro hot hatch homologated to compete in rally sports.
With a naturally aspirated 100-horsepower inline-four engine, this incredibly lightweight car has removed all the unnecessary details to maximize performance. Ideal for newcomers to the rally scene, itâs the perfect choice to take on the dirt trails across Britain and itâs yours for completing the Star Dew Rallye Seasonal Championship on this weekâs Festival Playlist.
Looking for even more rally racing goodness? Check out Forza Horizon 5 Rally Adventure and jump into the rugged Sierra Nueva featuring the most challenging and exciting roads in Forza Horizon history. With asphalt roads, dirt trails and thrilling night routes to race on, as well as 10 incredible new off-road cars to unlock, this is your opportunity to master all facets of rally driving!
Players who do not yet own Forza Horizon 5 can find all versions of the game 40% off the full price on Steam for a limited time. Get the Premium Edition to receive Forza Horizon 5 Rally Adventure, Forza Horizon 5: Hot Wheels, VIP, Car Pass and Welcome Pack. Do you already own the game? Complete your Mexico experience with the Premium Add-Ons Bundle or Expansions Bundle!
This weekâs Festival Playlist events and rewards are available until Thursday, April 6. Check out the unlocks below and if youâre looking for players to join your Convoy, head on over on the Forza Forums.
SERIES REWARDS:
50% Completion â Horizon Backstage Pass
80% Completion â 1975 FIAT X1/9
SPRING REWARDS:
50% Completion â 1993 Porsche 928 GTS
80% Completion â 2013 Toyota GT86
CategoryÂ
EventÂ
RestrictionÂ
RewardÂ
Photo ChallengeÂ
#HeadlineTrioÂ
Take a Photo of your car with two other Players or Drivatars in front of the Festival Mainstage.Â
While last week's AMA was great, it looks like I forgot to check my staging when lining up the questions - many have pointed out that a lot of Discord queries got answered, but questions submitted through Steam and the KSP Forums were neglected. I'll try to be more conscious of that when the next AMA rolls around, but in an effort to right a past injustice, I'll answer a few of the questions that got missed right now! Here we go:
First, from Filip Hudak, on the forums: When we'll see other exotic fuel types like metallic hydrogen? Will they be added alongside some big update like colonies or will they be added before?
We will be bringing in new engine and fuel types across multiple updates, generally as they become instrumental to the progression. I suspect nuclear pulse will be next up, as it opens up the interplanetary progression quite nicely and is a good supplement to colony building. Chris Adderley has also cooked up a few new methalox engines that I think will be popping up sooner rather than later.
From Moons, on the forums: Adjustable UI/UX, legacy UI, scaling, modularity.
This is a good example of an area that's being developed iteratively. I think the first goal is to give players the ability to rescale the flight HUD, but making it modular and giving both players and modders more control over how things look is a key priority for the UX/UI team.
From walkingwiki666, on Steam: Will the game's price increase as new features are added?
The game's price will certainly increase when 1.0 arrives, though if you purchased the game during Early Access, you'll get all Early Access updates and the 1.0 update for free. After 1.0, we expect to continue providing free updates to the game, just like KSP1 did.
From MARL_MK1, on the forums: It is cool that we can press 'F2' and take HUD-less screenshots, but given that it's the most basic way of taking screenshots, and that many of us players enjoy taking the best pictures possible of our crafts: Does KSP2 plan to implement a fully fleshed C?
I need to do a better job of evangelizing our capture camera controls! If you hit V, you can cycle through camera modes. When you're in Capture Mode, the numpad offers a bunch of new camera controls that you can combine to do smooth, swoopy pans, dollies, zooms, etc. You can combine these with paused time warp to do some pretty fancy stuff. Here are those controls:
Zoom in: Keypad +
Zoom out: Keypad -
Roll left: Keypad 7
Roll right: Keypad 9
Orbit up: Keypad 8
Orbit down: Keypad 5
Orbit left: Keypad 4
Orbit right: Keypad 6
Pan up: Keypad 2 (or up arrow)
Pan down: Keypad 0 (or down arrow)
Pan left: Keypad 1 (or left arrow)
Pan right: Keypad 3 (or right arrow)
Mouse toggle: Backslash
Speed up camera movement: Keypad *
Slow down camera movement: Keypad /
From alphaprior, on the forums: Will it be possible to alter the surface on the planets? Like dig a pit or flatten an area for a colony?
There are no current plans to do this - as you can imagine, it has some brain-bending multiplayer implications, especially when time warp gets involved. But it would be incredibly cool and I'm not aware of any specific technical blockers. It's certainly come up in conversations with Mortoc, our senior graphics engineer. I mean, we have a game with nuclear pulse engines...the fact that you can't make craters with them feels like a missed opportunity. So yeah, we'll keep talking about this.
Thanks for your questions!
Onto business. We have knocked out a few more bugs for Patch Two, including that pesky issue where vehicles with more than 8 parts in a radial symmetry set were loading into the floor. We've just about wrapped up the cherry picking process and can say with confidence that it'll be out sometime in the next two weeks. We'll post an exact date for Patch Two as soon as we know it.
As we continue stabilizing and improving performance, we're also making progress on re-entry heating, new parts, and Science Mode. And just to highlight that other, bigger systems are always being worked on in parallel, here's some pictures of our QA team goofing off in multiplayer:
Yes, collision is working:
Last week's Duna-focused Weekly Challenge yielded some incredible creations! If you're in the mood to see highlights, the most-upvoted posts on both the ksp2_challenges and ksp2_screenshots Discord channels are now archived in the ksp2_bestof channel. There, you'll see stuff like this:
Those hydrogen tanks shine up real nice!
Finally, an apology: we've had some minor technical difficulties getting the next Weekly Challenge put together, but we hope to be bale to get something posted over the weekend. We regret the delay.
This patch fixes a bunch of T-55 issues and reduces the hang when new players spawn with liveries.
v1.6.4f6
General
- Smooth S-Cam camcorder motion when moving it
- Fixed: LSO comms breaks in singleplayer
- Slightly increased GBU-38 steering to fix misses at high speed
Liveries
- Limit livery texture file size
- Limit livery texture dimensions to 4k in multiplayer
- Unload unused livery textures when other player despawns in multiplayer
- Load livery PNG texture on another thread to minimize hang when loading workshop textures
- Fixed scroll bar in MP livery selector
AV-42C
- Changed M230 gun funnel to only appear when locked forward
T-55
- Fixed: player in instructor seat could respawn in slot with no remaining lives
- Fixed: Aircraft Carrier would attack targets in Target Practice missions
- Fixed MWS sensor positions
- Fixed Anti-radiation missile guidance in multiplayer
- Prevent non-passengers from pulling eject handle while landed
- Log who pulls T-55's eject handle in flight log
- Fixed: GBU-12 x2,x3 and GBU-38 x2,x3 bombs fired by copilot did not steer to target in MP
- Fixed: AGM-65 fired by copilot did not steer to target if a unit was locked in MP
- Fixed possible arrestor cable desync when non-owner is flying carrier landing
- Slightly increased carrier cable tension
- Fixed: couldn't play singleplayer standalone workshop missions
- Fixed: throttle setting was incorrect when starting mission airborne
- Fixed: Joystick position did not save/load properly
AH-94
- Fixed: Joystick position did not save/load properly for front seat
Units
- Fixed: T-55 AI couldn't be spawned on enemy carrier
Fixing a bunch of big and small issues in this update, some balance changes, and lastly enhancements in various areas to make the gameplay that much better. Thanks for playing and giving feedback! Hope you enjoy.
Balance:
Greatly increased amount of quicklime produced by limestone burn piles
Increased generation chance of slime
Increased amount of slime oil distilled from slime
Reduced material requirements for leaf roof, stone floor and stone walls
Reduced burn time of oleander burn pile and made its clearing effect faster
Fixes:
Hopefully fixed cause of missing terrain chunks that some have reported. Please let me know if you still see it!
Fixed oleander burn pile not being destroyed after being burned
Fixed UI for oleander burn pile showing an empty "Produces" section
Fixed cleared areas of Blight coming back every day. The center of each Blight area needs to be cleared for it to stop growing
Fixed oleander burn pile clearing not working properly if the area is unloaded for the duration of the burn
Fixed toxic smoke particle effect not factoring in the fog when rendered
Updated water generation in newly generated chunks to reduce jagged shorelines
Fixed cases of the progress bar in the interaction UI (ex. "chopping...") from disappearing randomly
Fixed mid-air projectiles breaking when they are restored after a game load
Fixed lake/river container-filling to preserve initial click location when it starts so that mouse movement doesn't interrupt filling when the target point becomes too far
Fixed water not being tagged correctly internally which would prevent things like projectiles causing a splash when hitting it, code to check building placement in water not working correctly, and click-to-move mode not working correctly on water
Fixed thrown spears flying away too much after hitting the ground
Fixed Bloomery collider being too tall to fit under rafters/roof
Performance:
Disabling various physics-based checks for far away objects to slightly reduce CPU load
Visuals:
Reworked UI for active interactions like "chopping..." to look a bit better
Other changes:
Reworked throw attacks to feel a bit better: projectiles are much faster, the max range is a bit further, projectiles get launched at lower angles, and the spear throw animation orients the spear correctly during the throw
Reworked interactions in click-once interaction mode to greatly reduce the amount of accidental melee attacks happening when trying to interact with things while holding an axe
Allowed posts to be placed in shallow water
Added speed-up possibility to the level ground interaction
those of you following my devlog might have seen this coming. You can now experiment with the new base building / tower crafting feature in the Steam Playtest version!
Building your tower is not at all just cosmetics for housing, there are very functional constructions, such as shield breaking illuminants, decoys that protect your tower and automatic flask dispensers:
I implemented construction elements up to character level 15, so there is a lot more to discover than what I already talked about in previous posts.
Of course, all the new mechanics related to the new day-night cycle are also included in this patch. In the coming weeks I will explain the new elements in detail. Until then, you can start to do some discovering yourself ;)
As always, the full list of changes can be found on our Discord. I'm looking forward to hear what you all think!