Introducing Truck World: Driving School version 1.2, featuring exciting new improvements and enhancements to provide an even better truck driving experience! We've been working hard to address your feedback and requests, and we're proud to share these updates with you. Check out the detailed changelog below:
Added Free Ride mode, allowing players to freely roam around the industrial area.
Updated the lesson rating system. Precision is the only factor considered for 2-star ratings, while time remaining determines 3-star ratings. The stopwatch is disabled by default, but can be enabled in options.
New steering wheel and controller system. Improved Force Feedback (FFB) for steering wheels and vibrations for gamepads.
Added multi-monitor support.
Enhanced audio quality and spatial localization of sounds.
Implemented performance optimization resulting in smoother gameplay across various hardware configurations.
Added a new trailer for an engaging hauling experience.
Introduced several new functionalities, including interactive gates and barriers.
Added an option to mute menu music.
Adjusted mission difficulty for a more realistic experience.
Fixed issues with completing Tutorial steps.
Refined driving physics parameters, including gearbox operation and ground friction.
Corrected inaccurate star counting for completed lessons.
Developed documentation for common issues available on our support website at support.truckworldstudio.com, which will be regularly updated.
We hope you enjoy these updates and enhancements in version 1.2 of Truck World: Driving School. Get behind the wheel and rediscover your love for truck driving with an even more immersive and realistic experience!
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer release candidate 0.22.0 is now available for testing! (See this post for info on how to test release candidates.)
This updates adds a new ship part, the Hyperdrive Beacon, as well as a handful of other improvements and fixes.
RC1:
Added a "Hyperdrive Beacon" ship part that can be built by the player. Any ship with a Hyperdrive can now jump to any friendly ship with a Hyperdrive Beacon, not just neutral stations and jump gates. These beacons are also usable in PvP multiplayer, giving Hyperdrives a tactical combat use and allowing for advanced combat tactics.
Ships will no longer rotate to face their destination when making an hyper-jump.
Built-in ship updates: - All built-in trade station and Hyper-Jump Beacon designs have been updated to have Hyperdrive Beacon parts. If the Hyperdrive Beacon is destroyed, it will no longer be possible to jump to the station. (Hyper-Jump Relays do not have Hyperdrive Beacons but can still be jumped to.) - Added two new Monolith ships: Shestopyor and Silencer. - Added five new Imperium ships: Atropos, Crane, Fantail, Jackdaw, and Lancea Libertatis. - Added two new Fringe ships: Backup, Hydra - Miscellaneous updates to existing ships.
Career mode saved games will now display the player's current money, fame, and star system danger level.
The Ring of Death now appears to shrink more smoothly.
The Fire Extinguisher is now shown in the Utilities tab in addition to the Defenses tab.
Added a "Restock Resources" button to the hamburger menu in the resource management U.I. when playing in Creative mode or Imagineer difficulty in Career mode.
The "Restock Resources" hotkey now works in Domination mode.
When loading blueprints into an existing ship design, there is now an "Also Load Name, Author, and Description" option.
The "Also Load" options when loading blueprints into an existing ship design will now be remembered the next time blueprints are loaded.
Bugfix: In the crew editor, hovering the mouse cursor over crew operating missile launchers would show the text "Operating Missile & Mine Launcher" instead of "Operating Missile & Mine Launcher".
Modding: Part editor groups can now be given a 'SortOrder' parameter which will determine where the group appears relative to the other groups. (Groups without a sort order will appear after those with a sort order.)
Modding: Added a 'RoofOpacity' part component that can be used to provide the current roof opacity value (between 0 and 1) to other components, such as to hide media effects when the roof is disabled. It has optional InputRange and OutputRange parameters that allow the roof opacity to be remapped to different ranges of values. (Only use this component for rendering! Using it to affect any gameplay logic will cause multiplayer desyncs.)
Modding: Fixed crash when trying to play a wav file that uses 3 bytes per sample.
RC2:
You can now hold the Shift key while clicking the button or pressing J to suppress the automatic zoom-out when making a hyper-jump.
Roof lights are no longer flammable.
Bugfix: Loading large save files in multiplayer could cause the host's framerate to drop very low and slow down the sending of the file.
Bugfix: Fire VFX weren't rendering if the Fancy Lights setting was disabled but Fancy VFX was enabled.
RC Bugfix: Hyperdrive Beacon VFX were screwed up if the Fancy VFX setting was disabled.
RC Bugfix: It was not possible to jump to Hyper-Jump Relays in Creative Mode.
RC Bugfix: Making a hyper-jump in an Elimination game would cause you to lose if that was your last remaining ship or put your fleet value under the defeat threshold.
RC Bugfix: Modded editor groups without a SortOrder were appearing at the front of the list instead of end as intended.
Modding: Particle effects now support an optional 'IsSimpleLight' parameter that, if true, will prevent the particles from rendering if the Fancy Lights setting is enabled.
RC3:
Increased Hyperdrive Beacon command point usage from 8 to 12.
Hyperdrive Beacons and Sensor Arrays will no longer function when the ship doesn't have enough command points.
Added a "Zoom Out When Hyper-Jumping" camera setting that, if disabled, will prevent the camera from automatically zooming out when plotting a hyper-jump within the local star system. (Hold the Shift to invert the behavior of this setting.)
Tweaks to the Hyperjump Beacon VFX.
RC4:
RC Bugfix: Crash in some circumstances when quitting the game while there are active Hyperdrive Beacons.
You can now complete the Easter event, if you do not have any other badges. If you had this bug, you will receive the badge and trophy by completing the Easter event on one map again
This weeks weekly challenge will now give the reward and have the correct loadout. This challenge will reset at the correct time and will not be extended
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord : https://discord.gg/phasmophobia Thanks,
Today I accidentally stumbled upon a weird glitch I probably caused months ago when prepared the previous patch: all ashtray models were missing from the game (so cigarette butts were flying slightly above desks).
No idea exactly how and when (or... why?!) it happened... but now it's fixed.
Also: fragments (basically the unlockable endings) are now saved in a folder named "Fragments" next to "Save" - instead in the Windows registry. The technical reason behind that is if anyone has some problems with them (the registry keys misteriously got deleted, or something like that), fixing it will be much easier from now on.
Don't worry though, the game will still recognise fragments saved into the registry, so this change shouldn't break previous progresses.
Hi everyone, In this update we made several improvements for different aspects of the game. See below the details.
Version 0.81.07
ADDITIONS
Sort inventory button added.
Investigate Cautiosly skill check added for certain overworld incidents and quests with battlemaps. Successful "investigate cautiously" skill checks reveal the number and type of enemies. It also grants a suprise attack bonus to the hero (+10 melee & ranged attack for 10 turns). Hero can make a more informed decision about committing to the battle. This skill check is easier at night.
Sword in the Stone overworld incident added. Hero must persuade the ethereal defender of the sword that he is brave and worthy enough to wield it.
Forbidden Ritual overworld incident added. Hero discovers an otherworldly statue worshipped by the cultist. He has now the opportunity to fight the cultists and steal the valuable gems on the statue.
Crystal Field overworld incident added. Hero finds a strange place full of crystal formations.
Rabbit added as a huntable animal. Hero can find it randomly on the overworld map or at the camp while searching for hunt.
Ceremonial Staff added. (Damage 12. Defense 5.)
Aquathril Shortbow added. (Damage 9)
CHANGES
Changed one of the wilderness survival perks to "No travel speed penalty when it is raining".
“Follow the tracks” skill check is improved. Now, on success, hero can find 1, 2 or 3 huntable animals.
Some of the thievery skill perks now improve suprise attack.
Successfull skill checks give more XP.
Successfull intimidation skill checks give more reputation.
Maximum load capacity is increased by 5 for all characters.
Amulets may now have luck stat.
Introductionary texts for overworld incidents improved.
The last boss is now harder.
Enemies after level 12 are slightly harder.
FIXES
Enemies' lightning damage was not calculated correctly when raining. It was less than it should be.
Fixed an issue where game starts to play wilderness ambient music for a second when exiting from the town battlemap to the town.
Deers were not supposed to attack, but they were melee attacking the hero.
replaced some corrupted tiles/tilesets objects and fixed some overworld zones like cydonia and the flatlands of which had tilesets corrupted a while ago, as well as another attempt at save fixes for those with broken saves.
anything broken or buggy or weird should be reported in the community bug page/thread ^w^
Cheryl here. In this post, I'm going to briefly outline the content coming in the upcoming 2.1.0 update for vivid/stasis! We've been hard at work addressing bugs and deciding how to approach balance changes, so let's go over what you can expect!
1. Decryption Style, Points, and Battery
Decryption Style is vivid/stasis' new progression system! It's toggleable from the song confirmation menu. By default it's set to "BASIC" mode, but it can be toggled between the following: - BASIC mode: The default. In this mode, you play the game like normal, and you're given a minimal amount of Points and Battery at the end. - PERFORMANCE mode: A grinding mode focused on Points (the currency used in the shop). In this mode, the Challenge Gauge is enabled, and failing out of a song will result in you gaining no rewards. Clearing a song will result in gaining a large amount of Points, but very minimal Battery. - CHARGE mode: A grinding mode focused on Battery (the currency used in the Node Flowchart). In this mode, the Challenge Gauge is enabled, and it functions the same as in PERFORMANCE mode, only that the Points gain and Battery gain are swapped. - HARMONY mode: A challenging grinding mode. Provides great reward for both Points and Battery, but the Challenge Gauge is much, much stricter. - ULTIMATE mode: If you get a single "FAILED", you lose. Provides exorbitant rewards for both Points and Battery. You may be wondering, however, what is "Battery"? Points is the existing currency, but Battery is a bit of a change. However, the explanation is rather simple. With the upcoming 2.1 version, we've split the Points currency into Points and Battery. Points will be used in the song shop for unlocking new songs like it has been, but Battery will be used for unlocking nodes in the Node Flowchart. Essentially, we've created two currencies, one for the rhythm game, and one for the story game.
2. The Profile System
New in the upcoming version is the Profile System! It adds a customizable profile to the game that displays info like your Full Combo and All Critical counts, Class, Rating, and Story Progress. It also has a "Profile Picture" and "Player Title" feature, both of which can be unlocked and customized to make your profile truly yours.
3. New Songs and Charts
Four new songs arrive to vivid/stasis in 2.1.0! Three of these will be unlocked in the Node Flowchart and will be added to the Chapter 1 song folder. - "obair-ghreis" by l'avenir proche (vivid/stasis original, previously released) - "Happy Go Lucky!!!" by Kyotsugyon (vivid/stasis original) - "Macropolis" by MYUKKE. Additionally, coming to the Song Shop is "3, 2, 1, Let's Go" by Quree! This song was teased as a Thank You for the game being downloaded over 3,210 times, and will arrive in this version. The FINALE chart is a collaboration between every charter on Team Vividstasis (at the time of it being charted)!
4. Results Screen Redesign
The Results Screen has gotten a redesign to accommodate for the introduction of Decryption Style! We're still trying to fit certain things in (like the RATING UP display, and course mode content), so this may be subject to change before the update releases.
5. Side Story Removal
In the launch version, we featured green "side story" nodes on the flowchart that alluded to future content. We've unfortunately made the decision to scrap this idea, as it's unrealistic due to the scope of the story we want to tell and the fact that this is a non-profit hobby project. We're aware some players may be disappointed by this, and for that, we apologize.
6. The User Manual
In 2.1, vivid/stasis will feature a User Manual that can be viewed from the main menu. Since we have a lot of gameplay mechanics, especially with features like Decryption Style, a game manual makes more sense for us than a tutorial. It will also feature character bios and more fun tidbits!
This update will likely release in either late April, or, (more likely) early May 2023. Please stay tuned! That's all for this update post. Stay vivid!