Shared_Skin_Lookup_ID not working with ragdoll effect or kill counter. [Thanks NickSkunk!]
Asset Parsing Rewrite
Previously there were separate code paths and file formats for older and newer assets. This has been rewritten into a unified code path and unified file format. It doesn't sound particularly exciting, but there will be a variety of future benefits, and in the meantime:
Modding is a bit easier without the separation between "v1" and "v2" assets, and now with better error messages.
Parsing asset files is a bit faster. Rather than copying the entire file in memory multiple times it is parsed+hashed as it is read.
Cleaned up significant "technical debt".
All of the new code is unit-tested to help avoid accidental bugs.
Molt has recently finished upgrading all of the documentation for a dedicated Unturned docs website. It is still a work-in-progress, but already has a much better UX / UI, built-in search functionality, offline downloads, and the option to switch between release (stable) and preview (latest) documentation. The new docs are written in reStructuredText, built with Sphinx, and hosted by Read the Docs.
We've been hard at work with our 2.2 update. This update brings Tier 3 mechanics into the world, with its corresponding tools, machinery, and pipes. A new resource also spawns now - Corestone! Found in Tier 2 and Tier 3 depths, this orangy-purpleish material is required for the crafting of T3 machines.
With this update we've also introduced Ore Veins - randomly spawned zones which when using a drill or shovelling into these zones will increase the chance of a certain resource spawning. Use a prospecting helmet or the new Hydro Prospector to help find these ore veins.
Since pre-2.0, players have missed the Hydro Excavator - a vehicle capable of storing dirt while it digs holes into the ground. We've revisited the concept of a mining vehicle. And whilst it doesn't store dirt, it certainly is a massive step up from our previous excavator. The Hydro Mole is a versatile, easy to handle vehicle which is perfect for digging tunnels. It has locked angles to make it easy for you to dig up, down, or straight.
A common request from players is a reason to progress through the game. With this feedback, we've implemented a mainline quest! With increasing difficulty, progress through Bastion Keep, to complete a quest for the king, with a pretty sizable reward!
Another thing players have been requesting for a while now is Steam Achievements! We've gone ahead and added over 50 achievements for you to get.
That's not everything from us for this update, see the full patch notes below for everything. There's some good quality-of-life improvements we've added in, such as NPC locations on quest scrolls, the ESC menu pausing time, and more.
We're not finished with Hydroneer, there's still lots more we want to do to the game. Everyone here at our small studio is very excited to share with you our hard work on this update, we hope you enjoy it! If you do, please consider leaving us a Steam review. It really helps us out :)
-Max
Full Patch Notes:
2.2 Prospecting Update 14 April 2023
--- New Features - The Hydro Mole - a utility vehicle which can dig dirt terrain. Can be set to three different angles. - New resource: Corestone Ore. Slightly more common than Cloutium, not as expensive but can only be found in Tier 2 and Tier 3 depths. - Complete Anvil crafting rework. Weapons and Jewellery can now be crafted by using any material besides shards. Anvil is also doubled in size. - New Currency: Prospecting Guild Tokens - New tasks: Craft items for NPCs using the anvil to gain Prospecting Guild Tokens. - New store in the Bridgepour Harbour to spend these new tokens. - New ‘Main Story’ Quest progression: “For The King!” With a secret new item reward for completion. - New Tier 3 Tools and Equipment: - Corestone Tools - Corestone Pipes - Corestone Drills and Harvesters. - Ore veins have been added to Hydroneer. Randomised locations where drilling and digging will result in a higher yield of this resource type. - Prospecting Helmet. Detects nearby ore veins depending on which direction the player is facing. - Hydro Prospector. A utility vehicle which can find nearby ore veins and prospects downwards to find what type of vein is under the ground. - Logic Saw Hook. Input a logic value to split resources to a certain size. - Gem Chisel, used to split gems. - Crafted weapon storage racks. - Steam Achievements. - All items can now be magnetised and conveyored - Tutorial accessible from the main menu. - The ESC menu now pauses time. - New voicelines. - 'H' taskbar icon for the Hydroneer app.
--- Fixes - Bucket/Pan now drops dirt on the correct drop target location when emptied. - Bucket stability improved when dropping it. It’ll try and land straight up now. - Removed minor issue where multiple currency types in a purchasing bucket of a vehicle will remove the unused currency. - Pipes and conveyors no longer rotate off grid in rare occasions. - Players no longer 'splash' when exiting near water. - Vehicle lights no longer effect water fuel tanks visually. - Splitting coins/cut veg on top of scales will now update the scale reading. - Items placed down in build mode over a storage vehicle will no longer still be snapped to the vehicle after being picked up and dropped. - Dropping a helmet while wearing a helmet of the same type will no longer stop the effects of that helmet. - Pressure gauge reverts back to 0 when picked up or water is no longer passing through. - Logic Gem Compressor sound effects now linked to the 'machines' sound slider as intended.
--- Changes - Task notes will now display the location that NPC is located to return the item. - Various balancing changes: - Shards are now slightly rarer - Cloutium is now slightly less rare. - Balanced prices of masterwork crafting recipes. - Logic Smelter changes: - No longer takes damage. - Doors close automatically. - Pipe Pressure can no longer be bypassed by using a lower tier of pipe and then using a booster back up to the pressure of the intake pipe. It'll now be capped by the maximum pressure of the weakest pipe in the line. - In creative mode, the Masterwork Forge can now be used without any resources. - Using a splitting tool (Saw/Cooking Knife/Chisel/Pickaxe) will only be able to split the intended use item, as well as currencies. - Complete foliage visual overhaul, including all grass, bushes and trees. - Bridgepour Harbour, Bastion Keep, and misc. world changes. - NPCs will no longer call female characters "Lad", will instead refer to them as "Lass". - Reduced the volume of crucibles and smelters when a large amount of ores enter. - Reduced the size of the Boot item. - Hydro truck now has visible windows. - New visual effects for the masterwork forge.
The promise of spring’s arrival is, well, just that, a promise! And right now, amidst all of these downpours, it’s looking as though the spring fairies are sleeping in this year… Now, they do say April showers bring May flowers, but don’t you just wish we didn’t have to wait that long? Us too! How about we cheat a little and inspire the season to skip a few steps? Dig out your gardening forks for planting, if we’re to encourage the season along we’ll need all the spring bulbs you can carry!
Across the next week, it’s time for a good old spring cleaning, to spruce things up! No more excuses for being rough around the hedges. We want to see the greenest, the brightest, the most floral of campuses in the County!
To enter the competition, first, build a seasonal Campus that embodies everything Spring. Then, post a screenshot of your Campus (or Campus section) on social media. You can pick the platform of your choice from Twitter, Facebook, Instagram or Discord. To be entered, all posts must include #SpringTPCampus; we’re not dandy-lying when we say not to forget the competition hashtag!
Dig out your gardening gloves, get the hot cross buns toasting and create a floral paradise to get lost in; in our Spring Creativity Competition! For some inspiration, check out our blossoming ideas below (and we know you can do better!):
We can’t wait to see your best blossoming Campuses, so let your creativity bloom! The competition opens now, 14th April, and runs until Monday 24th April, 10 am UTC when entries will be shortlisted.
Entries will be shortlisted by a panel made up of some of our lovely devs. Each panel member will individually choose their favourite builds, those favourites are then added up to create the studio shortlist. From that shortlist we’ll find our champion, through the power of community vote! That means that part is down to you (yes, YOU!). You’ll all be able to vote on our forums to crown the winner from those shortlisted. We be-leaf in you!
The community-chosen winner will receive a swag pack of a-may-zing Two Point merch, alongside a physical copy of the game!
So remember, to enter the competition: post a screenshot of your entry on the social media platform of your choice (either Twitter, Instagram, Facebook, or Discord), including the competition hashtag #SpringTPCampus! By including the hashtag, the bouquet of blossoming builds will make its way to us!
Not sure where to start? When in doubt, add flowers!
Competition details:
The competition starts now! 14th April, and runs until Monday 24th April, 10am UTC.
Build a Campus or section of a Campus with the theme “Spring”
Then, for your entry take a screenshot of your build.
Remember, you can hide the UI (game menus) by opening the Pause Menu and selecting Photo Mode.
Your screenshot can be a full Campus or a small section of one. As long as it screams ‘Spring’, we don’t mind.
To enter:
Post on social media including your screenshot and competition hashtag #SpringTPCampus. You can either:
Tweet on Twitter, create a post on Facebook or Instagram or message the “?-tpc-competition-entries” in the Two Point Discord.
You only need to make one post on social media, so feel free to post on the platform of your choice
How is the winner chosen?
All screenshots with #SpringTPCampus will be reviewed by a panel of devs from the studio, who independently vote to create a shortlist of five entries.
Then on our community forum, a vote will open! You, your friends, and anyone you can persuade can vote for their favourite entry in the shortlist. Once the vote finishes, we’ll have our winner!
You'll need to enrol to vote in the shortlist, so if you haven't already, signup for the forum!
Once signed up you can even redeem a golden toilet for your efforts.
We'll announce the winner on our social channels after the vote closes.
If you’re the lucky winner of the competition, we’ll get in touch on social media.
Please have your DMs open or reach out to us if you win!
Last time we revealed our Gameplay Trailer, but this time we have something even better to share with you!
Project Planet Demo
These last few weeks we’ve been working extremely hard to prepare a playable demo for Project Planet, and we’re happy to announce it will be coming very soon! The exact date is yet to be determined, but you can expect to get your first hands-on experience with Project Planet within the next 2-3 months.
The demo will feature one fully playable Disaster—none other than the Influenza Virus—and all six player roles will be fully playable! You’ll also be able to invite your friends to tag along, even if they haven’t downloaded the demo. Just stream the game through a video conference tool like Zoom or Discord, and you’re good to go!
We can’t wait to hear what you think about the game and will eagerly be awaiting all your feedback and suggestions!
Influenced by cultures from across the world, DE-EXIT invites players to explore the importance of life, death, and the afterlife. In the Plane of Memory, players will uncover secrets beyond the veil and find out what awaits beyond. Embark on a heartwarming ode to life, encounter friends to guide you along the journey, and evade loose-jointed foes that wish to stop you in your tracks. Traverse harsh and cold environments, and find comfort in the warmth of the Nexus — the last safe haven.
With a focus on single-player cinematic story-telling, DE-EXIT will challenge players to hone their skills in stealth and analyze their surroundings to solve puzzles in order to avoid the undead skeletons that occupy the world. Although players enter the world as a mere skeleton, they will soon find themselves a savior, decorated in armor that signifies their journey through the afterlife.
“Death is so often depicted negatively in the media, and we wanted to offer a new insight on the matter and to invite players to view death from a perspective that is not explored as often. The development of DE-EXIT - Eternal Matters has been shaped by people from various backgrounds and cultures, and we hope players will see and appreciate this throughout the story. We hope players will love DE-EXIT as much as we loved creating it.”
- Julien Gatumel Fernandez, Narrative Designer at SandBloom Studios