today we're shipping an update to the beta branch with the version number 0.5.4, fixing a few issues that came up with the recently released open beta for the recently released Weather & Sky Update. We're also adding some new quality-of-life features for save games.
For more details, check out the patch notes below.
For feedback, please head over to our dedicated beta forum where you can post bugs and give us suggestions :)
The Railroads Online Team
Changelog
Save Games
Fixed custom save game names to only have the name and not the date
Added override saves: In the save menu you can now click on an existing save game and either confirm or deny the override
Autosave function now saves with AUTOSAVE_"Your session name" and overrides this file instead of generating a new save file every time
Locomotives
Fixed an issue causing locomotives to slide off the turntable: We still recommend to drive on a turntable, stop, apply brakes, and rotate the turntable
Fixed locomotive wheels without brake shoes lock up when brake is fully applied
Decreased wheel friction from 0.005 to 0.001
Increased brake friction from 0.10 to 0.15
Gameplay
Increased standard water tower refill rate to 1 unit per minute
Fixed an issue that caused auto-cranes to restart when cargo stockpile is empty
Controls
Fixed an issue causing key bindings for forward, backward, left, and right to reset
Removed ressource spawn function that caused freight to be spawned in front of you when pressing 1, 2, 3, et cetera
Graphics
Fixed an issue causing rolling stock, buildings, and locomotives to have blurred textures
We hope you are enjoying Act I and II of the Campaign and the latest features from Flames of Retribution. This hotfix build will address some of the main issues that have arisen in the latest update to ensure that your playing experience continues to be as smooth as possible.
Eagle eyed players noticed that lightning within The Veil was not appearing correctly to warn players which direction a Death Night horde would approach from. This has now been fixed. Additionally, we have focused on eliminating game-breaking crashes during Campaign. As an added treat, we have also refreshed the main menu to highlight the visually captivating art that you see in the Campaign.
It’s time to jump into the latest update and defend Erodar from the ominous terrors that threaten its very existence.
As always please continue to report bugs to our Steam forums or in the player support channel on our Discord, as we’re constantly monitoring those channels.
Check out the full patch notes below:
Release Notes
Features
New: Flames of Retribution Main Menu Visuals
Crashes
Fixed a crash related to Cutscene Characters not being in the correct position.
Fixed a crash related to loading Campaign Autosaves.
Fixed a crash that could occur after restarting M03.
Fixed a rare crash that could occur when two units - player and enemy - were directly on top of one another.
Fixes & Changes
Fixed an issue where the Death Night Path would not always follow where the Lightning Indicated during a Death Night.
Fixed an issue where the player would not correctly progress to the End of Game screen after defeating the Final Stand on all Survival Difficulties.
Fixed an issue where Edwin’s Level and XP would not carry over correctly to Mission 4 in Campaign.
Fixed an issue where there would be a Loading Screen tip that displayed as “Missing String”.
Where possible please ensure all drivers are updated to ensure the best and smoothest performance.
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We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘player-support’ channel or using the in-game bug reporting tool.
Fixed : Game speed sometimes unintentionally decreased especially in Challenge Fixed : When you tried a challenge while Auto Area Progress was active, the battle sometimes stopped Fixed : Occasionally the field debuff/curse text showed up in normal areas Fixed : Some small number didn't display correctly Fixed : Regular Swarm could occur even though your Talisman [Nari Sune Doll] passive effect was 100% Fixed : Other minor bugs/typos
In order to ensure the stability of the game operation and improve the game experience, Shadowbane's server [Gram] will perform routine maintenance on May 4 16:00-18:00 Pacific Time (8:00-10:00, May 5 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.
[Wonderful Activity] From 20:00 on May 4 to 20:00 on May 7, Pacific Time (from 12:00 on May 5 to 12:00 on May 8 Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!
Fighters, you have reached Step 9 of Common Cause. Keep it up!
The reward for completing the main objective of this step is the Air Support Emblem. If you complete the Personal Impact objective, you will receive an improved animated version of this Emblem called Air Superiority.
If you like the static version more, you don't have to claim the animated Emblem from your Personal Impact reward. The choice is yours!
This is just a reminder that when the running online games end today (expected between 17:00 - 18:00 CEST (PDT 08:00 - 09:00), we will be updating the servers and then the client, so for about two hours the demo games will be unavailable.
Remember that you can always check if the servers are running on our page: https://feudums.com/forum (look for the "Server Availability" box on the left)
After the update, new games will be hosted again. Thank you for your patience!
Our demos are always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. Just remember, we are pre-early access: many features are not yet available as we continue to plug away on development. This is a "first impression" demo, so you can tell us whether we're on the right track. While we do our best to ship stable previews, don’t be surprised if you find a few bugs - please make sure to report them so we can fix it for our next update!
If pre-beta games are not your cup of tea, that is completely fine. Please bear with us until we ship a more or less feature-complete public beta.
Join our community on Discord to chat, get more info about the game and participate in pre-EA testing! https://discord.gg/QgERDnU
It's been a unsettling month but I am finally back to work and making progress. Because it's been quite long (3-weeks since the last update at least) and not my regular near daily pace I felt it was time to upload all the recent work.
New tutorial
The major addition this time is a new Tutorial.
The new tutorial attempts to address the flaws in the old one. It doesn't start of in the air but rather building on the ground with several buildings already established. It also adds many more explanations and detail sections to get you into some of the workings of building in Bulwark. On top of that many more feedback moments and explanations have been added for stuff like the map, gaining outposts , captains and such.
One warning tho, Voice recording with Chris Lines (the actor behind the advisor) has been scheduled for late next week, but I didn't want to withhold you all from trying out and feed-backing on the tutorial after this long an absence. So Gary the Wired Production Community manager (nom de guerre :D3gausser as streamer) has voiced some placeholder lines for you all until Chris can take the time to put in one of his great performances .
Other content
There is also a ton of changes and improvements incoming with this patch. Chief among this is the ability to select which outpost you 'drop' from the surveyor. Once you've collected more than one (or in freebuild) you use the Qand E or d-pad up/down to toggle between all the dropable buildings you've got. An oft requested feature that will make it so much easier to make your favorite or mancer outposts.
Another addition is a Freehouse warbird stabler commander with it's own unique freehouse tower architecture.
Changelist
New content
added a starting settlement for the tutorial
New tutorial
Placeholder temporery voice acting used until recording is complete later this month.
added systems for static premade settlements and towns
added selector function to your dropable inventory on the Q/E buttons or the d-pad up/down.
added a freehouse stabler warbird commander
New Mancer refugee event added.
multiple new warnings and feedback added
improvements
surveyor hovers 80meters behind a tower, not on top of it.
made it that the resource system updates directly faster after building a new tower, so you don't have to wait to see the resources update..
improved the ground cursor workings of the surveyor, smoother and less janky
made it so that commander HQ props only spawn in the commander menu.
made it so that higher balconies don't always obstruct the construction of lower foundations.
loosened the harbor build restrictions a bit (i.e harbors can be closer together)
Changed the method to open the commander or captain selector to A/LMB so you can just click it when the line is retracted rather than "build"
loosened the harbor build restrictions a bit (i.e harbors can be closer together)
minor changes
made balcony distance from the tower (how far it stands out, floor dependent, so wider at the bottom, tighter at the top)
walkways from citadels are now iron/defensive
stone walkways up to industry stay stone or iron longer. But have more floodlights and only the very tip (connecting to the extractor ) is wood
made the dark patch on the construction FX fade in the ground fog (especially noticable in the maw etc)
made the floodlights near industrial zones more common
if you open the commander menu on an unfinished tower, it will cap it .
building on seatrees now gets you a warning
trying to add commanders or captains when you have none avail now gets you a warning
made the distance balconies are set from the main tower also relative to the tower height, so a squat tower also gets the conical profile.
balanced base production ranges to be higher for iron and stone
And thanks for all the sympathies on the previous post, it's been a bit of a month and I'm just relieved to be back to work again and getting new content out there for you all to try.
I wasn't able to record all the changes this time as I was well, pretty out of it for a bit, but most is documented. This is a major update so please let me know if something is broken.
Get ready to plunge into an underwater sci-fi horror adventure, where you'll uncover secrets, solve mind-bending puzzles, and encounter unexpected twists that will keep you hooked. The stunning visuals, haunting music by Mark Morgan, and classic isometric, point-and-click gameplay will bring back a flood of nostalgia from STASIS while delivering an entirely new story and experience.
You can also check our deluxe extras in the Supporter Pack here:
*If you are part way through a game please complete before you update!
The latest update to Version 1.0.3 of SUBNET - Escape Room Adventure is here, bringing with it a host of bug fixes and tweaks that make the game better than ever before.
One of the biggest updates is the revamped Save System, which has been fine-tuned to provide a seamless gaming experience. Simply pick up where you left off without any hassle.
However, *please note that if you're in the middle of a game, it's best to finish before updating to avoid losing progress. I apologize for any inconvenience caused, but trust me, it was necessary for the improvements.
I hope you'll love the updates, and as always, I’m open to feedback and suggestions. If you have any thoughts, feel free to send me an email at games@m9games.co.uk.