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Build 0.83 Release Notes
This is a culmination of fixes and changes made during the recent work focused on Creative Mode gameplay. This version is now entering beta testing.
change camera AA mode to FXAA from TAA as TAA was causing some flickering
Increase blueprint preview camera max zoom distance from 100 to 500
Increase blueprint preview camera max view distance from 100 to 1000
Increase freecamera (F3) move speed
Fix missing player menu (bottom left icon in HUD)
Fix load savegame not restoring player position
Increase Get Unstuck feature to place player 10m above ground instead of 2m
Raised sails on all sailing ship props
Hide resources list on Build Plan panel (doesn't apply in Creative Mode)
Add several new prop build pieces: - dock post with mooring - over 20 prop buildings for the town set - wheeled carts - donkey - 19 citizens and peasants - Generic dirt ground and square (use tag ground in town set) - an alternative way to raise ground level without having to use terraforming tools. Note these pieces also have no overlap blocking so can be placed anywhere.
Fix missing collider on build piece LGBS_20015_PT_Medieval_Wheelbarrow_01
Fix turning off survival in creative mode, it was still showing dialogue
Fix 3m vertical wall connector add foundation tag
Fix Roof windows not rotating when using alternate placement mode
Fix Build right panel position/top right corner
Modify Creative Mode context help, highlight some important controls
Add build piece ID to popup description to help with bug fixing
Add ground tag to dock ground block
Fix missing snap point for castle wall (30021) for castle door (30828)
Adjust colors for dirt ground pieces
Delay playlist change until gameplay scene fully loaded
Adjust collider on portcullis to prevent blocking player (30025)
Begin optimizing some of the larger/complex props
Improve loading text from save games to provide more responsive feedback
Add snapping from castle floor (30502) to round tower doorway (30802), this allows a starting point for building round towers snapped to square walls
Add snapping from castle round tower walls to both levels of round foundation (30801, 30800)
Add two more horses as props, black (20177) and brown (20178)
Fix waddle fence to snap by category, allows other fences to snap
Fix error when loading some savegames related to updating the resources list in the Build Plan UI
Add new input/feature to turn snapping mode on/off when placing pieces
General updates to the AI, Character, and Animal systems
Fix performance on multiple character rigs due to internal missing UI
Merge male and female hero rigs, this fixes several issues with the female rig including most armor mesh
Fix mapping for naked mesh on some rigs
Reduce party selection options for demo/beta
Change up building piece placement colors and effects
Fixes to reduce or eliminate flickering when placing pieces/viewing build plan outlines
Add blocking of build pieces of the same type in the same spot, this reduces the ability to freely overlap pieces of the same type when not using snapping
Fix player interacting with trees causing pickup behaviour to trigger with no pickup target, interaction with full standing trees now does nothing
Much better experience tooltip that explains your current mark multiplier from experience, and at current farming rates, how that will change over time.
Fix regression where recent targeting changes caused some ships to stop chasing any target (knowing that current bullets in flight will kill all targets so why bother?). This caused them to do weird things like continue flying in a direction, even off screen, such as when sniper bullets are slowly heading toward the enemy's last gull.
Rewrite main targeting code to be less random, less buggy, and more logical. Enemy is still intentionally 'dumb' in that it will fire at your tanks first, but your ships should target damage dealers first, tanks last.
When an in-flight projectile's target is destroyed, no longer go to closest target (which is often a silly target), instead go to best target in range.
Although combat tracks when there are enough bullets in flight toward a target to destroy it (since 0.15.5.0), the game is a lot more flexible about when to use this and when not to, it's just one tool in its belt.
Make multishot ships (which is carrot ship only for now) get closer to their target, to hopefully be more successful in using their multiple attacks.
Fix bug in the balance simulator so it now uses same targeting AI for both sides of the battle (this should make for more accurate squad ease factor).
Rhythm Game collision polish with the goal of making hold notes more forgiving. Some songs with hold notes too close together had beatmaps modified as well.
Fixed issue where Battle and Overworld Rhythm game had slight differences in button collision feel.
Cebu CH7 Centipede and their Stone Cores have had their GUID’s reset and item value is set to reset back to 1 if value is less than 0.
Switched the position of New Game and Load Game in the start menu to prevent players from accidentally going into New Game when mashing on the start screen.
Our upcoming game is set to launch in Early Access on April 24th!
Our studio, Source Error Productions, is passionate about narrative-driven adventures. In contrast to Awakening of Legend, which heavily emphasized gameplay, we've opted for a different approach with our latest project – a game centered entirely on the story.
Introducing Imaginal Voyages, a thought-provoking science fiction Visual Novel anthology featuring distinct stories and characters in each episode. These short episodes, akin to anime episodes, delve into themes surrounding human nature, psychology, and cutting-edge technology.
On Early Access launch day, the first episode of Imaginal Voyages will be totally free!
---
Episode 1 - The Stowaway
On the desolate mining planet of Arcallum Tau a mysterious illness has ravaged its inhabitants, plunging the once orderly community into pandemonium.
Amidst the chaos, Communications Officer Aiden Keane rushes to rejoin his crew aboard The Whipple, but fate has a different plan in store for him. Upon boarding, he is startled to find a small girl named Mia who desperately pleads for his aid.
Will Aiden Keane risk everything to help her, even if it means putting his crew in peril? ---
Don't miss the opportunity to immerse yourself in the diverse narratives and intriguing characters that await you in each episode. Visit the Steam page, add Imaginal Voyages to your wishlist, and stay tuned for the Early Access release on April 24th. We can't wait to share this unique experience with you!
FIXED: Monitoring tables 2 and 3 render the monitoring table 1 sprite while placing FIXED: Closing elevators box in the build menu doesn't clear the button highlight FIXED: People get stuck on the stairs if they get detained by security while climbing FIXED: People get stuck on the edge of the map if they get detained by security while leaving FIXED: Elevator shafts don't get demolished while demolishing the wall FIXED: Menu info graphs don't update if the game is paused FIXED: Can't place curtains on the windows after the v0.63b patch FIXED: Item error info icons don't show up directly after placing a new item FIXED: Builders don't show up immediately after placing a wall in the basement. FIXED: Wrong button gets highlighted after selecting an event plan on the events menu FIXED: The loading screen freezes if the save file contains a table getting cleaned by a waiter
CHANGED: Unconstructable borders added to the edges of the map CHANGED: Archive shelf archive capacity is increased to 100 CHANGED: Employees' wander time before checking availability decreased by %25 if they can't go on a break. CHANGED: Bartenders, baristas, and chefs leave immediately without waiting for the work cycle time if their shift is ended and they are not preparing an order. CHANGED: Receptionists leave immediately without waiting for the work cycle time if their shift is ended and they are not checking in a customer. CHANGED: Accountants, researchers, HR specialists, and marketing specialists leave immediately without waiting for the work cycle time if their shift is ended
Hello, explorers 👋 Our newest update, Feel at Home, is finally out! We hope your time in the Radius becomes even more terrifying enjoyable 😏
This update includes 8 new languages, yay! If you find translation issues, please submit them to us in the form of bug reports. We will do our best to fix them asap 👍
Just in case deactivate any mods that don’t support this latest version of the game. Otherwise you might experience bugs/crashes.
GENERAL CHANGES & FEATURES
🔸 Significantly improved visuals of the player’s hub as well as the look and feel of some other locations throughout the game. For aesthetic purposes and your convenience, we rearranged the tables at the base a little – please make sure to do your spring cleaning and move your stuff there. 🔸 Localized in-game and store page texts into eight languages (German, French, Spanish, Italian, Russian, Simplified Chinese, Japanese, and Korean). Now more explorers can enjoy adventures in the Radius in their native language. 🔸 Reworked and rebalanced Mimic AI, resulting in more interesting gameplay situations. Mimics move and attack more actively, team up, and adjust to shooting distance.
GRAPHICAL OPTIONS
🔸 Now you can select Graphics presets. 🔸 Added new tech ScreenSpaceReflections, Fixed Foveated Rendering, MSAA as an Antialiasing option. 🔸 Removed DLSS in favor of new settings that provide better performance/quality on a wider range of systems. 🔸 Note on MSAA: be aware that resolution is not directly comparable to when you use TAA. For example, roughly comparable scenarios would be 110% in MSAA and 150% in TAA.
IMPROVEMENTS
🔸 Reworked the firearms' jamming mechanics – now the weapons can jam in any condition, but very rare in a clean state. The worse the condition, the higher the jamming chances. In addition, different guns now have different jamming probability curves. 🔸 Stock folding sound has been added for firearms with folding stocks. 🔸 Improved grenade behavior when thrown. 🔸 More realistic sound of enemy footsteps. 🔸 More accurate comments regarding various cases of gun firing issues. 🔸 Improved interaction with tables in the Store. 🔸 Improved product details display when selling in the Store. 🔸 Selected Pocket Flashlight color is saved when moving between locations. 🔸 The flashlight left on does not turn off when you re-enter the base. 🔸 A new option in the game settings lets you turn the fallen objects highlight on and off. 🔸 Changes to graphics and difficulty settings are now applied immediately upon closing the settings UI. Added a button to reset the graphics to default. 🔸 New visual and sound effects.
BUG FIXES
🔸 Fixed bugs when reloading and jamming/false shooting for M4A1, DVL-10, M14, MP5, IZh-81, and PPSh. 🔸 Fixed names for both PPSh versions. 🔸 Fixed the Repair Box monitor bug. 🔸 Fixed food bite size on a knife or machete. 🔸 The flashlight is no longer on after purchase. 🔸 Fixed posters at the base and added a new one. 🔸 The Committee’s emblem has been slightly refined. 🔸 Fixed hand position on some items for Valve Index controllers. 🔸 Multiple visual and audio bug fixes.
Anomaly - The Anomaly’s hearing now comes back gradually over the full duration of Disperse (rather than the hearing remaining unchanged throughout). (Design Note: Disperse has gone over a few iterations to find the right balance for it. Based on additional feedback from players and analytics data, we’ve decided to adjust the hearing amount to a place in-between the previous hotfix and the release version.) - While Mimicking, the visual effect of submerging when using Disperse has been improved. - The lore text from the Anomaly III: Mother of All Fears movie has been revealed.
Monster - Monsters now recover from an attack 30% faster when they sabotage a vending machine, smash a Dooma, or hit a seasonal event object. - Added off-screen indicators and made the highlighted station icons easier to see when using the monster perk Demonic.
Bug Fixes - Fixed an issue where ending Disperse early would cause the Disperse cooldown timer to reset. - Fixed an issue where the Anomaly’s effects would not be visible to teens towards the end of Disperse while equipping the ‘First Commune’ or ‘Total Meltdown’ costumes. - Fixed an issue where the RC Flyer beam would shoot through walls when targeting an Anomaly’s Mimic. - Fixed an issue where monsters could sometimes get stuck in an animation loop when using a Plague. - Fixed an issue where Mimic chroma, Splitter clones, and Anomaly Scour effects were visible to teen spectrals. - Fixed an issue where the Emote wheel would not update properly for the Anomaly player when taking the form of different teen players using Mimicry. - Fixed an issue where Outpost K would not appear under Map statistics. - Hid the non-functional Win Condition option when playing Survival Mode in Private Screening. - Fixed an issue where the currently selected character would appear behind the End of Round score screen. - Fixed an issue where canceling a revival attempt from a teen bot would cause them to stop working properly. - Fixed some additional cases where bounty Flux for playing as teen was not being awarded.
Known Issues - The Anomaly ‘First Commune’ costume is not currently hiding equipped gear correctly.
FIXED: Monitoring tables 2 and 3 render the monitoring table 1 sprite while placing FIXED: Closing elevators box in the build menu doesn't clear the button highlight FIXED: People get stuck on the stairs if they get detained by security while climbing FIXED: People get stuck on the edge of the map if they get detained by security while leaving FIXED: Elevator shafts don't get demolished while demolishing the wall FIXED: Menu info graphs don't update if the game is paused FIXED: Can't place curtains on the windows after the v0.63b patch FIXED: Item error info icons don't show up directly after placing a new item FIXED: Builders don't show up immediately after placing a wall in the basement. FIXED: Wrong button gets highlighted after selecting an event plan on the events menu FIXED: The loading screen freezes if the save file contains a table getting cleaned by a waiter
CHANGED: Unconstructable borders added to the edges of the map CHANGED: Archive shelf archive capacity is increased to 100 CHANGED: Employees' wander time before checking availability decreased by %25 if they can't go on a break. CHANGED: Bartenders, baristas, and chefs leave immediately without waiting for the work cycle time if their shift is ended and they are not preparing an order. CHANGED: Receptionists leave immediately without waiting for the work cycle time if their shift is ended and they are not checking in a customer. CHANGED: Accountants, researchers, HR specialists, and marketing specialists leave immediately without waiting for the work cycle time if their shift is ended
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