This is mainly just a follow-up patch to fix some bugs reported in v178, but there's a new feature too - you can now specify, for a particular bottle or sealed container, what kind of liquid or substance you want people to put in it. So you can set one bucket to be your saltpeter bucket, one to be your gunpowder bucket, and so on. And you can set bottles to be for water only, so people don't go filling them up with pee from the outhouse.
The rest of the patch is fixes and tweaks from the previous patch - here's the full changelist:
Option to designate what liquid you want a particular container to be storing
Auto-collect will pick up arrows
Increased tolerance for building on slopey ground
Made chicken wire more common
Fix for mouse not working to switch targets or target body parts on Steam Deck
Fix for crash if a memory type is removed from a mod
Fix for crash on loading some savegames
Fix for occasional crash when confirming a trade in multiplayer
EDIT - Released a small follow up patch, v180 with some fixes for the above:
Setting Roles and Equipment Policy will always be available immediately if you have hints turned off. Otherwise they appear once you have multiple community members.
Fix for characters filling bottles designated for water with snow
Fix for crash when auto collecting items
What's this publicbeta thing?
v179 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Prestige Points are earned based on cumulative town XP earned. You still need to reset your Town to claim them, but they are no longer tied to specific town levels. This generally results in lower Prestige Coins totals, especially at higher town levels (20+).
Legacy games will preserve prestige points, however if you would like to adjust your prestige points down (or up) you can use the SETPRESTIGEPOINTS [X] admin command and the game will estimate cumulative XP earned based on the new prestige point value.
Clickables now are boosted by harvesting skill, and increment harvesting skill when clicked. They no longer gain Town XP.
Clickables display indicates associated skill and inventory progress bars
Clickables now produce resources every click, instead of once every 4. Click Power perk increases the amount of resources and skill earned.
Clickables now gain Click XP. Leveling up your Click will result in more resources & skill per click.
Added global perk and town perk reset buttons, on 20 hour cooldown
Infinite research starts at 1000 Star Coins instead of 100
Added Forest Biome. (pending further biome specialization)
Fixed many quests having missing icons or non-localized labels when displayed in requirements
Forester / Farm skills quests have reduced skill count requirements so they are completable in any biome
Creating towns in advanced Biomes now have prerequisite quests to level up towns in other Biomes (e.g. Snow biome requires having a Mountain town at a certain level). Games that already have Towns in these biomes will not be locked
Doubled baseline effectiveness of Aqueducts
Fixed missing research icons
Removed Medicine Storage and Wardrobe buildings / research / upgrades. Instead these items use Warehouse
Most items used for construction of Buildings moved to the Stockpile storage instead of Warehouse storage
Added tooltip to Prestige Point counter on Town Status panel
Fixed incorrect tooltip on Land icons on buildings panel
Added Credits panel
Added button to show Full Version Details
Fixed bad formatting in tooltips for Magic Rail and Conveyor Belt
Prestige Points menu is npw available even if player has not yet earned Prestige Points
Omnistone Upgrades effect lowered from +50% per level to +25% per level
Fixed Market fulfillment showing stale value when loading new save file
Fixed game producing error messages when research or construction progress was slowed due to extremely scarce inputs
Added Skill icon to skill display regions
Fixed inventory disappearing if switching towns while a menu list item selected
🎯 [Misc] The default camera mode has been changed to Cursor. 🎯 [Balance] Weapons are no longer set to cooldown when switching maps. 🎯 [Balance] The level requirement for items produced when gambling now always equals player level. 🎯 [Performance] Minor performance improvements. 🎯 [Balance] The hull has been increased for the ships that need to be rescued in the distress call events. 🎯 [Bug fix] Fixed another issue that could cause COOP clients to get stuck on loading screen when changing maps. 🎯 [Bug fix] A retry-pattern has been added to handle a case where an external program is accessing save files simultaneously to saving the progress (thus causing failure to save). 🎯 [Bug fix] Fixed three crash-related issues that could occur due to race conditions. 🎯 [Bug fix] Fixed an incorrect condition evaluation order for the skills "Obsidian Armor" and "Emergency Repairs". 🎯 [Bug fix] Fixed a bug that caused the Emergency Repairs skill to keep the Hull % restored value when the skill was reset.
We’re here to share our Roadmap for Q2 2023! As always, please be mindful that it will list the notable updates but not everything that will be included in each patch. We recommend waiting for the respective update’s Update Preview post or Patch Notes post for details.
v.241 Update
18th Anniversary - Maple Momentree
Cash Inventory Transfer Event
Dormant Guild Removal
v.242 Update
New Class: Khali
Wongstaurant
Job Balance Changes
Level Up Improvements
Star Force Enhancement Improvements
Burning Events
v.241 - 18th Anniversary - Maple Momentree Celebrate the 18th anniversary of MapleStory with the Maple Momentree!
A giant Maple Momentree has appeared somewhere in Maple World. Rith and Ellie, the tree's spirits, aren't growing and the adult spirits are worried. They say that Rith and Ellie have to grow for the Momentree's stopped time to start flowing. Play with Rith and Ellie to help them grow.
There will be lots of fun events where you can collect Memory Tokens and then exchange them for awesome rewards! Chart the spirits’ growth in the Growth Journal, cook nutritious food for them with Power Up! Cooking Collection, go Mole Hunting around the base of the Momentree, and lots more.
v.241 - Cash Inventory Transfer Event The event everyone has been waiting for, the Cash Transfer Event is coming in June! Prepare your Cash Items to be moved around as you perfect your FashionStory.
v.241 - Dormant Guild Removal We will be removing dormant guilds so that the guild names can be available for active players to claim. If the original choice for your guild name was taken, this might free up that name for use!
v.242 - New Class: Khali Introducing the newest class–Khali, the Wind of Vengeance!
Khali is a priestess of the Grandis High Flora race. She enters the Guard Selection Test with her twin sibling to become the Lord's guard, out of her admiration for the graceful Lord.
She is fluid in combat as she utilizes the Chakram to attack in close range and link swift movement skills. She can resonate with the Chakri created during battle to perform powerful skills.
Play through Khali’s story and learn how this priestess and her sister are part of a royal guard.
v.242 - Wongstaurant Wonky the Fairy and friends finally opened the restaurant of their dreams!
They're looking for someone to test out the menu prepared for the VIPs visiting Wongstaurant and share their thoughts.
Enjoy the Main Menu prepared by Wonky the Fairy and the Special Menu that changes every week and receive various gifts!
v.242 - Job Balance Changes It’s time again we look at balancing all the Jobs. This time around both Zero and Kinesis get a new 5th job skill. Most jobs are getting usability improvements. You can learn more about the specific changes in the v.242 patch notes.
v.242 - Level Up Improvements Level 220 - 259 will require less EXP to level up, some hunting zones in Arcane River have been improved, and a new hunting zone has been added to Limina. Arcane River's special content has been changed to weekly content, the EXP rewards have been adjusted, and a new special content, Midnight Chaser, has been added to Lachelein. If you're within these levels, now is the perfect time to revisit some of this content to check out the changes!
v.242 - Star Force Enhancement Improvements Star Forcing is getting easier! Soon, you will be able to Star Force up to 15 stars without any chance to destroy your item and without any chance for your item to lower in Star Force. Because of this, the meso required to Star Force these levels will be increased. If you still have 12-14 Star items lying around, you should plan on getting them up to 15 after this update!
v.242 - Burning Events Something that Maplers are always asking about, it’s almost time to burn another character! The Burning Events include Burning World and Hyper Burning to help you speed up progression by allowing you to level three times every time you level up. In addition to this, there will be various rewards along the way!
We hope you’re excited by this high-level view of the content and events arriving to GMS in v.241 - v.242 2023. As always, our goal with these roadmaps is to provide information that players may be curious about and assist players with advanced preparation. Please keep in mind that there is more content on the way in addition to those listed above, so we advise players to refer to the Update Preview post and Patch Notes post for the finalized details for every game update. If plans change due to unforeseen circumstances, we will have a mid-update post to inform players of the changes to the proposed timeline. Hope you’re excited!
Check out our livestream The Storyteller's Festival.
We support the refugee cause! 5% of We. The Refugees: Ticket to Europe profits will be donated to charities helping refugees. The first 2.5% goes to the Hope Project - Greek volunteers who helped us meet refugees in person during research. The other half will go to other humanitarian organization we will choose together with our community.
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer update 0.21.3 is now available! This update has a bunch of miscellaneous quality-of-life improvements and bug fixes. Enjoy!
(For those of you hungry for new features, rest assured! A new "Hyperdrive Beacon" ship part is nearing completion and *should* hopefully be in the next update two weeks from today. You can check out a preview of it on the discord. I am also working on the "crew do ship construction and repairs" feature, for which I am hoping to be able to release a test/preview build within the next couple of weeks. Thanks for your continued patience and support!)
In Career mode, it is now possible to switch your view to any star system in which you have ships by opening the galaxy map and clicking on the star system. (Star systems in which you have ships will have a blue rocket icon.) In multiplayer, this will transfer the view of *all* players and thus requires a unanimous vote.
Losing all your ships in Career mode will no longer trigger the "ALL HANDS LOST" message if you still have ships in other star systems.
Updated visuals for fire VFX and exterior icons.
New and updated built-in ships: - Added two new Monolith ships: Gavel and Sledgehammer. - Added two new Fringe ships: Pinion and Splinetooth. - Miscellaneous updates to other existing built-in ships.
Lobbies are now separated into "Co-op" and "PvP" categories. You can only host Career and Creative mode games in Co-op lobbies, and you can only host Elimination, Arena, and Domination games in PvP lobbies.
The name used for you in multiplayer can now be customized in the Miscellaneous settings tab. By default your Steam name will be used.
Crew can now enter airlocks at higher speeds, which makes them much better at entering when ships are moving.
Crew now don't slow down quite as much when picking up floating resources, making them just a bit faster at gathering.
Resources thrown out airlocks now have a little bit of random velocity variation.
You can now double-click missions to accept and redeem them.
Ctrl+Q and Ctrl+E are now default hotkeys for decreasing and increasing the game speed. (Page down and page up still work too.)
Added a "Lock Camera To Ship" setting for Direct Control Mode that, if disabled, will allow you to control the camera normally while in Direct Control Mode (except you can't use keys to control the camera). Disabled is the new default behavior. Enabling will revert to the old behavior.
Reduced the size of the red eye focus icon when attacking.
Crew O2 warning icons are no longer clickable and thus will no longer block clicks to anything underneath.
In Creative Mode, you can now press Ctrl+Shift+V as a shortcut for restocking all resources.
When starting a multiplayer game (or resyncing after a desync), a percentage will now be shown to indicate progress sending the game data.
Added a new paint decal (plain68).
Bugfix: When a player left a multiplayer Career game, all their ships would become enemies with all neutral ships.
Bugfix: Railgun accuracy had unintentionally been greatly reduced.
Bugfix: Rare crash when jumping to a star system.
Bugfix: Very rare AI-related crash.
Bugfix: Multiplayer desyncs caused by A.I. ships.
Bugfix: Multiplayer desyncs caused by Tractor Beams.
Bugfix: Copy/pasting resource storage rooms wasn't properly adding their resource type designations to the undo history.
Bugfix: It was impossible without zooming in to jump to hyper-jump beacons within sight of the player's other ships if ship blips were turned off.
Bugfix: When using the "FPS Follows Cursor" framerate display option, the FPS was being rendered farther from the cursor than was intended.
Modding: Almost any sound effect can now play a sound from a random list by using the syntax 'RandomSounds = ["sound1.wav", sound2.wav"]'.
Modding: Almost all sound effects can now be given a fixed or random start time measured in seconds from the beginning of the sound file. Use the syntax 'Start = 1.0' or 'Start = [1.0, 2.0]' depending on whether you want a fixed start time or random range.
Modding: In-game sound effects with a MaxConcurrent set can now be limited to a maximum per-ship instead of a global maximum by setting 'ConcurrencyMode = PerShip'. ('ConcurrencyMode = Global' is the default.)
Greetings, Kings and Queens! This update is on the smaller side, but we'd still very much appreciate your feedback.
First, we need to make an announcement. From version 0.9.8 feedback and during our internal testing, we've found a serious issue tied to Leaderboards and mission restart, which always results in a crash. Unfortunately, this bug turned out to be much more intricate and hard to fix. While we're working on solving this problem, we've made a tough decision to temporarily disable the Leaderboards in order to ward off the players from encountering the crash. We sincerely apologize for the inconvenience, but rest assured we're looking to fix this bug ASAP.
Gameplay
Dune Reaver units can be moved to any road for free
Improved taunt for Lunar Bravado dictate
Special rune and dictate for countering the stealth orx
Interface
Placement UI improvements when playing a card
Refactoring and optimization
GigaORX and player units rewrite for improved game stability
General under-the-hood improvements to the game code
Fixes
First iteration fix for inability to place Small House if too many units are present.
This patch is on the smaller side, but we're actively working on solving issues reported by our dear players, here are some of them.
Known Issues
The game crashing after visiting Leaderboards and then trying to restart mission/abandon campaign.
The Forge giving weapons based on road length. This one is actually working as intended — The Forge provides 0.2 (rounded off to at least 1) Tier 1 weapons per road tile. So it's 1 weapon card for approximately 5-6 road tiles.
Various issues with gold piles and coins overlapping units and UI elements.
Bugs tied to the Final Boss behaviour.
Cards jittering in hand when bringing the cursor to the bottom edge of the screen.
Neutral buildings spawning in inaccessible areas of the map.
Upgrade Vault appearing as locked upon quest completion. You can still use the vault by opening it's info window and clicking "Upgrade shrine" button.
Being presented with a copies of an artefact you already own at artefact selection screen.
Mystic Crypt having an incorrect description. This card does not change the card's sefiroth to Sacred.
Only a certain category of spells triggering Sphinx proc.
The rotate button appearing for some Dune Reavers buildings after an upgrade.
Bosses not appearing if the wave gets killed off before getting close enough to the town.
Various localization errors in different languages.
We listen to all feedback and are dedicated to making ORX the best it could be. So share your ideas, suggestions and bug reports on our official channels!
We're also working on bringing a good chunk of content with the next update, which is just around the corner — stay tuned for the Experimental Branch version and content overview!
Thank you for your support of ORX and for being loyal to the Kingdom! Until next time!