We have added a new toggle within the Visual settings to disable Screen Space Ambient Occlusion (SSAO) if you had poor performance try disabling this and see if this helps.
This setting was previously available in the last update and was off by default.
Build 0.0141a * Hotfix for bad dock with structure button. - Fixed bad background image on quantity slider for drag and drop cargo. - Fixed sandbox station generator lounge display counter and randomized chance for spawning lounge in station. - Fixed raycast target area for merc fleet list command panel for individual mercs. - Fixed issue with basic combat tutorial drone getting killed by other NPC pilots in Void Starcross. - Fixed issue with basic combat tutorial drone using crate_drope_chance option instead of forcing crate drop when killed. - Fixed bug preventing proper calculation of jump distance bonus for missions. - Fixed galaxy map camera drag on UI bug. Resizing or dragging UI elements on galaxy map will no longer pick up map when dragging quickly outside of UI area. - Fixed mouse over glitch on market history tooltip. - Fixed a few spelling errors and typos. - Fixed bug with sorting by distance and damage on targeting panel. Now will auto sort properly in ascending or descending order. - Fixed ship editor bug when saving edited ship data inserting duplicates of ship scan and skill level stats at the end of the file. - Adjusted auto targeting system to pull target from sorted list on targeting panel. - Adjusted sandbox station generator to always activate station offices. (Allows other services to be unlocked). - Adjusted merc command panel to prevent mercs from changing autotask commands when remote. This will prompt a notification. - Adjusted mission quest scripting to allow for quest missions without a free mission slot available. - Adjusted merc cargo panel to autoclose on mercs that are no longer in the sector. This will prompt a notification. - Adjusted calculations for mission payments based on number of jumps ,current player level, explored status. - Adjusted market log values to show a 2 decimal point value instead of rounding to whole number if price is under 100 and 1 decimal point value if under 1000. - Adjusted market log values to show no decimal value if price is over 1000 with a comma currency format. - Adjusted camera code for the addition of camera dampening on mouse drag for main camera and map camera. - Adjusted the inspect icon for warpgates. The icon now shows a Buy Key icon instead of the default inspect icon. - Adjusted market default list ALL to exclude the Buy Orders and Sell Orders. These are now only listed when filtered for them. - Adjusted and revamped the galaxy map filter layout. Now takes up less space. Added new system for galaxy map search. - Adjusted default values of the newplayer_options.txt file to balance out change made to the code. Baseline default values for many options are now at 1.0 - Added new sandbox color palette system that uses image tiles to select color values from a palette when generating sector skyboxes. - Added new sandbox color_palettes folder to the MOD/sandbox/ folder that players can add or adjust colors for their sandbox games. - Added small ship alignment shift to the warpgate when charging for warp. - Added merc autotask state to the save game routine. Mercs will now remember what they were doing on reload if autotask was enabled. - Added slider for Camera drift dampening to the options panel. This option will remove the drift of the camera when released from a rotation drag. - Added ability for mercs to now be left behind in a sector while they are on autotask. - Added ability to sort market items by discount is ascending and descending order. - Added color indicator on fleet panel for mercs that are not in current sector. - Added color indicator on NP overview panel, and station fleet panel to show when a merc is remote. - Added new right click option to galaxy map sectors. This will display a list of all stations in that sector. Ones marked in grey indicate a non-visited station. Clicking these will set your GPS there. - Added new GPS search panel to the Galaxy Map Filter. This panel is draggable and resizable. You can search as before with a few new button for full lists of all explored sectors, visited stations, and active bookmarks. - Added filter dropdown to GPS search panel for Sectors, Stations, Bookmarks and All. - Added sort dropdown to GPS search panel for Name, location, and type. Ascending and Descending order. - Added ability for GPS search panel to remain open when not view galaxy map. - Added new ship file format to the modtools ship editor. Special thanx to (DragonSlayer). - Added new icons to replace all 10 level of salvage in the items database. Special thanx to (DragonSlayer). - Added new ship textures to replace all old one in the MOD/ship_parts/textures/. Special thanx to (DragonSlayer). - Added new market panel for remote market prices. This panel will allow you to see where an item can be found from a list of stations in explored sectors. If the station market has been visited, then the prices will update for those remote market entries. Data will remain accurate for some time, but game events may change quantities and prices unexpectedly prior to docking, especially in high traffic sectors with a good economy stat. The list of stations will provide you a quick GPS link, as well as the Price (if known), the number of Jumps from your current location, the Quantity, and Discount. - Added the ability to sort the remote market prices by Station name, Sector name, Qty, Price, Jumps and Discount. - Added new system for market events that adjust the quantity of market item available. These are now separated by class , type and subclass to help markets maintain reasonable numbers for each category. An example of this, Ammo will fluctuate in higher numbers where items like documents and special usable items will not be stocked in large numbers. This will reduce the exploiting of market quantities, and may take some time for the game to balance out existing saves in progress. Markets that currently have large quantities due to player interaction, or event generation will slowly adjust over time as you play and balance down to their max limits via the event system.
Hello everyone, and welcome to the Weekly Dev Log for April 11th, 2023, detailing all the changes that have happened since April 3rd, 2023. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
March / April 2023 Condo Contest - Tree House - VOTING OPEN
Hey everyone!
The theme for the March/April contest is Tree House!
So, build a house in a tree! You can build your own tree or use one of the existing ones, and feel free to make your tree house in any style.
Also, remember that you can disable collision on items (such as trees) by right clicking and selecting Disable Collision.
Voting is now underway, so make sure to vote for your favorite condo submission!
The voting period ends on April 13th, 2023 at 11:59 PM.
Last week, we released Update 0.16.8.0, which brought back Anniversary events, new items, a updated and optimized Plaza, and more!
Over the weekend, we released Hotfix 0.16.8.1 which fixed various bugs and issues that were introduced with the initial update.
Read all about the initial 0.16.8.0 update here, and the 0.16.8.1 hotfix here!
Virus: Catzek Temple
Nuclearxpotato worked on getting the finishing touches done for Catzek Temple, such as various props and a statuette model for the hidden plushies achievement.
Virus: Catzek Temple
Virus: Theme Park
Johanna continued working on art for Theme Park.
Virus: Theme Park
SDNL: Frostbite
Johanna continued working on art for Frostbite.
SDNL: Frostbite
Miscellany
Johanna worked on fixing Plaza Lighting and getting it ready for release.
Joshua continued working on new items, such as a new Dragon plush.
Lifeless continued working the Ball Race map, "Heavenscape".
macdguy worked on getting the Anniversary update released, and fixed bugs and issues that came up over the weekend.
madmijk continued working on MIDI support. He also worked on an item that allows the player to control various instruments at once.
Nuclearxpotato continued working on Anniversary items.
Sketchman continued working on backend improvements.
Will continued working on music for Ball Race: Heavenscape.
New Item: Dragon Plush WIP
Wrap It Up
That about covers everything that happened since April 3rd, 2023 at PixelTail Games.
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Join our Discord for development updates and community fun! https://discord.gg/pixeltail We love awesome people like you!
fixes: softlock when starting game because of boxing glove elevator being drawn up by treadmil on file select whisper spawns in forest map where downed ship is located. two of them were in level collision
changes: you can now pick up and put down blessings during the intro game remembers blessings you picked up last time and automatically equips them for your next playthrough. you can put them down during the intro if you don't want them open present icon for files with unlocked blessing smoothed out the process of unlocking blessings. prerequisite cutscenes only triggered by talking to an npc multiple times was very confusing for some players holding special/back during an item bubble makes it much faster. suggested by a discord user
We're here with update 1.07.a on the public branch, which includes a BUNCH of new content for you!
FEATURED
⦁ Legacy of the S-3LF Eater: a new Story Campaign update! Investigate the origins of the Cyber Bandits and their enigmatic creator, Dr. Gonne, while evading the pursuit of a relentless nightmare. Rumor has it that the doctor's laboratory below the Science Tower has recently opened up again... ⦁ New Steam Achievements! ⦁ Steam Trading Cards for Project Nexus are now available, including craftable badges, profile backgrounds, and emojis.
ADDED
⦁ Holographic floor projectors added to the Arena Sleepwalker Tutorial for the VR Buddies to spawn from, and to Murder Time for the Cyber Bandits. ⦁ New scythe weapon, and a heckin sweet new haircut available! ⦁ Particle effect added when sleeping in the Arena HQ Loft. ⦁ Medical Cabinets added to the Story overworld sectors. ⦁ Church and Jorge congratulate each other for knocking you down (if they're near each other).
FIXED
⦁ Dual wielding two firearms when picking up a two-handed melee weapon would cause you to drop one firearm as well as the melee weapon. Now you'll take the melee weapon and drop the two firearms. ⦁ Fixed how the game displays quest objectives in the top left of the screen. Mostly backend changes to streamline and improve it. ⦁ Crit kills with fire damage would cause the target to burn to a husk instantly. The game was checking if they had stopped thrashing before ending the effect, but crit'd enemies die instantly and don't thrash, so the burning process got skipped. ⦁ A niche bug where de/buffs attached to your Corpus could apply/stack after that corpus was broken. This wouldn't affect existing gameplay, but future updates utilizing corpus would have broken the whole buff system. ⦁ Corpus was displayed in backwards order in your profile/inventory screen. You wouldn't normally see this because all current Arena origins use only a single corpus type, but it was painfully visible with custom modder origins. ⦁ Poorly repeating textures in the Vampire Shrine and Science Tower Courtyard areas made the floor look bad. ⦁ The 12.7x99mm ammo was named incorrectly in the code using an invalid ASCII character, which led to problems for modders. ⦁ Enemies firing explosive weapons (such as the N51 Mortar) weren't properly firing at the reticle on the ground. ⦁ Asylum Patients would refuse to "wake up" and fight if they spawned in unaware. ⦁ Player's squadmates could leave the room in the Story overworld, which made swapping to them impossible. ⦁ Since early pre-Alpha days, we've grappled with a Unity glitch where some weapons would knock over physics objects across the screen (often with EXTREME force) when aiming them around. In theory, we've found a low-cost fix for this. ⦁ Doc won't pick up the HQ phone anymore when he's clearly standing right next to you.
TWEAKED
⦁ Snoop-able popup messages should rest better in frame, especially on smaller and lower resolution screens. ⦁ Reformatted the menu for selecting an Arena character's origin. On top of displaying the information in a more even and sensible way, it also allows custom origins designed by modders to appear in the list without blocking the description text. ⦁ Improved AI pathing around Commercial District ramps. ⦁ Charge-up and heavy attacks do slightly less knockback across the board (to compensate for the huge boost they got last update). ⦁ N51 Officers now have an off-brand custom mask to make them more unique.
Remember, send those bug reports to the game's Discord, and we'll get right to work ːmpn_engiː