Join us on Twitch at 3pm PT/6pm ET for a special Glitchhikers Anniversary Twitch Stream hosted by our Creative Director, Claris Cyarron.
She'll be doing a live demonstration of the Glitchhikers Videopak, a free visualizer and toy we've made for fans that would like to make Glitchhikers Themed Music Videos, or use as an interactive screensaver. For more information, you can also watch this video tutorial.
Come vibe, reflect on the past year of Glitchhikers Journeys, and watch Claris play with her pet synths to create some chill music perfect for ending your week. Stick around for the AMA at the end if you have music, synth, or Glitchhikers questions. You can also join the chat to tell us about your favourite Glitchhikers memories :stars:
We are pleased to announce that the latest update, version 0.990.46.1950, is now available on the public beta branch (how to join the beta).
This update is focused on bug fixes, as well as general updates and improvements to several aspects of the program). Some notable highlights include changes to the appearance of cold Earth-like planets, and several changes relating to the appearance of water and shorelines.
As always, a full changelog can be found below, and additional information (and images!) are available on our blog.
Changelog (0.990.46.1950):
Fixed bug with cut-off text on tutorial dialogs if GUI scale is larger than 100%
Fixed bug with background stars magnitude in the Chart mode when opening it with narrow camera FOV
Fixed some bugs with planet re-classification after evolution of life and atmosphere
Fixed bug with the rings winter effect (it had made clouds black instead of transparent)
Better appearance of frozen terra worlds (large snow coverage)
Fixed some catalog errors
Faster initial creation of sprite galaxy and nebula models
Fixed DPI scaling of non-client area of SE window (header)
Fixed flashing of planet lighting in auto and manual exposure modes
Fixed planets lighting in the Chart when opening and manipulating Wiki or Solar System Browser
Fixed blurriness of planet image in the Wiki
Fixed ship model disappearing in planet shadow
Fixed rendering of labels of static ships and asteroids with custom models
Fixed cutting of outer edge of rings around small bodies (asteroids)
Fixed illumination of brown dwarfs by stars
Fixed illumination of planets by brown dwarfs
Updated palettes of brown dwarfs
Updated localizations
Fixed artifacts in stereoscopic modes on NVidia
Power save mode: framerate is limited if SE window loses focus (PowerSaveMaxFPS variable in the config)
Fixed main menu layout for 720p displays
Fixed the "transparent mountains" bug (artifact of the atmospheric scattering rendering)
Fixed atmospheric scattering artifact near shoreline and discontinuity at horizon
Fixed atmospheric attenuation calculated for underwater terrain (the Mariana trench was visible from space)
Fixed bug with clouds disappearing at altitude of 10 km on oceanic planets
Fixed lighting of terrain detail textures (soil) under water
Fixed lighting on underwater terrain if water layer is switched off
Fixed artifacts near the shoreline
3D water lighting matches terrain lighting, transition to 3D water is almost perfect
With the v.241 update, tentatively scheduled for Wednesday, May 3, 2023, we will be cleaning up the guild lists by removing a number of guilds populated entirely by inactive players. At that time, any guild that has not had a single member log into MapleStory since May 2, 2020 will be considered dormant and will be removed.
Type
Category
Deletion?
At least one guild member has logged in since 12:00 AM UTC on May 2, 2020.
Active Guild
No
No guild members have been recorded as logging in since 12:00 AM UTC on May 2, 2020.
Dormant Guild
Yes
Note: Dormant Guilds that are the Alliance Leaders of a Guild Alliance will not be deleted. For example, if Guild A and Guild B are both in an Alliance, with Guild A as the leader, Guild B will be deleted, but Guild A will be preserved.
If you are a member of one of those guilds and wish to preserve it, all that is required is to log into MapleStory on a character that is part of that guild prior to the v.241 update.
FINAL DAYS: the campaign is ending soon, and once it ends these are GONE FOREVER.
ALWAYS merry: Raspberry! Take home Raspberry from Makeship to help increase your perception and investigation skills*, no matter how harrowing the situation.
*Raspberry does not increase perception or investigation skills. It's a placebo effect.
- Thanks to the following community members for reporting issues or making suggestions included in this update!
Blood Spartan
Vivid Empress
MrMarblz
- Quality of Life: Speed up target_kind
- fix: Prevent choosing calamities that you've already chosen - fix: Protect against unit being loaded in with null stamina - fix: Spell displace sometimes pushing enemies into walls - fix: Keep perks fresh when user is selecting multiple perks on one level, which can happen if player is joining a game late. - fix: Perk labeling - Fix: calamities not being given after you run out of spell upgrades
- UX: Don't show player thoughts when hovering over non-game space such as inventory or toolbar. - mod: export cards/util to API - mod: mod loading bug where only one mod with a spritesheet could be loaded or else it would error out
Currently, as of this very day, Cease To Breathe is around 70% complete and features the following:
20 Locations (A nice, sprawling, openworld-esque house to explore!)
440 Interactive Objects!
An ambient storm & weather system that 'gets worse as you go'
A coherant plot/mystery with several branching paths. Gameplay choices WILL affect the ending you get!
This game is truly a labor of love for me. I've played some of the best (and worst) adventure games, from the late 80's up until now, and using that, I've attempted to capture all the things I've loved about those games. At the same time, I've actively tried to avoid the things that peeved us off! In this game, you will find no needless mazes, no brute force puzzles, and no illogical BS. There are no unneccesary time limits and each and every object can be interacted with.
I will continue to post new screenshots, and a video soon, as they come and I'm expecting to release this summer. Which reminds me, a huge THANK YOU to all who have wishlisted! I can't wait to share this with you all. To quote Indy, "I'm as giddy as a schoolboy!".
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".