With the Godot 4.1 release on the horizon, contributors have been hard at work on major and exciting improvements to the engine. But we appreciate that many of you would like to have your experience a little less exciting and a bit more stable when using Godot 4 in production. To that end, we try to backport as many useful fixes as we can to improve your workflows, and the new Godot 4.0.3 release is the result of these efforts.
Almost every area was touched upon with bugfixes and stability improvements. This includes multiple crashes and glitches eliminated in constructive solid geometry (CSG), GDScript language server, importing of assets, and all things related to rendering and visuals. Several reported platform-specific crashes and freezes were addressed, especially on Android and Windows. And of course there were improvements to the overall user experience and documentation. The latter received a massive bump in completeness thanks to a serious effort from Calinou, who updated a lot of descriptions in the rendering API.
Note: We forgot to post updates here when uploading the previous 4.0.1 and 4.0.2 maintenance releases – see their respective blog posts (4.0.1, 4.0.2) for details.
- Fixed various bugs and UI glitches. - Fixed saved file unable to load error. - Added new gizmo for imported 3D models. - Added Asian weapons (Advanced Mannequin DLC), Added Japanese doors and interior props (Ancient DLC) and mecha components (Sci-fi DLC). - Added type B mannequins (base app and Advance Mannequin DLC). - 2D Tool Kit DLC - now you can add images to your background. - 2D Tool Kit DLC - reference browser now supports transparent images. - Mac version - now you just need to press "Delete" key to delete objects, instead of using "FN + Delete". - Mac version - previously uses "Ctr" key now changed to "Cmd".
Added a Season framework and introduced reset rules to the sandbox and multiple systems. Settlement will be conducted on a seasonal basis, while the Season Shop will be opened. For more details about Season, please stay tuned to following announcements in our official communities.
2. Hero
1. Expanded the number of Heroes to over 110, including 15 newly added Legendary Heroes and 10 new Epic Heroes. 2. Optimized Hero display interface. Labels of Hero Base have been added in order to provide players with guidance on the development direction before they start. 3. Optimized the visual effects and skill animations of existing Heroes, enhanced details of their appearance. 4. Added an upgrade system for Elemental Affinity. Players may further their adventure and explore Adenthia to obtain upgrade materials, and then upgrade Elemental Affinity in "Psychicore". 5. Added Hero Biography feature. Achieve specified conditions to unlock Hero Biography and delve into each Hero's unique experiences. 6. Added an optional Player Character image of Half-Elf origin.
3. Dungeon and Stage
1. Adjusted the design of dungeons for Improvement and Equipment materials. Bosses' appearance and skills are now revamped anew, while difficulty and fun have been well balanced. 2. Adjusted the design of EXP dungeon. The former Lost Fortress has been updated to Goblin Lair. Difficulty and fun have now been well balanced. 3. Optimized the gameplay of Infinite Labyrinth, iterated its stage structure, and greatly enhanced its play experience and interface interaction. 4. Added a new mode — Pillar of Trial. Each Pillar of Trial can only be challenged by deploying Heroes of a specified Element. Clear Pillar of Trial to obtain handsome rewards. 5. Added a multiplayer co-op stage on the sandbox map — Outer Chaos Rift. Call on your friends, crusade in collaboration, and relish the distinctive delight of combat strategy in a multiplayer dungeon. 6. Added Tutorial Stages. Players can complete a series of challenges using designated Heroes to familiarize themselves with pre-battle deployment, Hero selection, monster skills and other battle-related techniques. 7. Added an option to challenge NPCs. Certain NPCs can be challenged and will yield handsome rewards when you defeat them. 8. Added new scene components and monsters, rendering battles more delightful on the aspect of strategy.
〓Other New Content〓
1. Added Alliance system. Alliance members may collaborate with each other in completing Alliance Commissions, and claiming generous rewards in the Sparkle Tournament held every two weeks by the Three Ears Brotherhood. 2. Added a simultaneous PVP mode — Champion Arena. It is open during a specific period each day, and rewards will be settled weekly based on Rank. 3. Added new Equipment items and Artifacts, adjusted the Set Attributes and Artifact Skills of certain existing items. 4. Added Drilling Ground at Camp. Players can freely build Hero combinations in simulation battles to test their performance in battles, or invite their friends into a friendly sparring. 5. Added new Side Quests to Nytheria and South Adenthia, adjusted and optimized certain Main Quests. 6. Added a Share feature. Fulfill specified conditions to unlock this feature and share memorable pictures or videos to Facebook or TikTok. 7. Added a multilingual chat channel. On this channel, players can share information on their Equipment and Heroes with each other and thus exchange strategies of their own builds or simply show off their franchise Heroes! 8. Added an event preview feature, allowing players to take a glimpse of all important events in the current Season in advance. 9. Added 6 in-game languages: German, French, Russian, Japanese, Korean, Traditional Chinese.
〓Optimization and Adjustment〓
1. Adjusted Journey Level and the EXP required for upgrade. The current maximum Journey Level has been adjusted to Lv.50. 2. Optimized certain UI interaction designs, conforming to the overall style so as to enhance player experience. 3. Adjusted the beginner chapter and the one after character customization, deeply optimized the pace of the early game. 4. Optimized the visuals of battle, fixed the model overlap between giant Bosses and other objects, and adjusted the display logic of Ultimate Skill animations. 5. Optimized the reverb effects of certain indoor scenes and the sound effects of certain interfaces. 6. Optimized the visuals of certain scenes. 7. Adjusted the categories, names, introductions and quick acquisition of certain items. 8. Optimized the form of interaction and quest logic of certain events.
Hi everyone! The Tiny Life Early Access launch, which was a few weeks ago at this point, was an unprecedentedly big success. Not only did we see a huge amount of sales, we also saw rave reviews and a ton of excited people and amazing-looking custom content in the Steam workshop and the Discord server.
We'd like to take this post to thank everyone for their overwhelming support, and also show off some cool community creations that we've seen, and talk about the immediate plans for upcoming features.
Some Beautiful Community Creations
Honestly, we've been absolutely overwhelmed with the stuff that yall have created. There are already mods with clothes and furniture, custom maps with beautiful scenery, and gorgeous-looking lots and households. We'll be showing off some of the ones here that we found most impressive, but of course, you can check out the Steam workshop and the Discord server for yourself to see all of it.
This is an incredible custom map called Foolshope by user v_dcc. Just look at the detail! It's so cute.
Workshop user AngelofAcid has been publishing a ton of beautiful builds, including residential lots and public ones. Here's a gorgeous residential home called The Blue Lagoon as an example.
Our lovely community moderator Ari, whose Steam username is Superwholockwarrior, has been creating an adorable mod called Tinies in the Nineties that contains a ton of fun nineties-themed clothing items for your Tinies. Here are some of them!
The user shroomy-p has also been creating a huge amount of custom clothing for their mod A Bit Of Interest, which features a ton of incredibly wacky, but equally gorgeous, clothing items. Just look at these!!
And lastly, check out this cute furniture mod called Neb's Additional Furnitures by NebSpacefarer, which features a mix of additional furniture like chairs, TVs, and this adorable clothing rack!
Definitely keep all the custom content coming, we love seeing you share it on the Steam workshop and the Discord server. Yall are incredibly talented, and we're so excited that Tiny Life can be a way to express that creativity for you!! ❤️
Our Immediate Plans
In case you haven't found it yet, the game has an official roadmap on the website that has a lot of information about planned features. As it says at the top, that list is not exhaustive by any means, and stuff may be added and moved around here and there, but it gives a pretty good overview of our long-term plans for Tiny Life's development.
What do we have planned for updates that are coming very soon, though? Well, let me tell you.
First up, we recently implemented a feature that a lot of you - and I mean a lot - have been requesting: the ability to invite visiting Tinies in, rather than them just breaking into your home!
For features that we'd like to add very soon, the major ones of note are
the ability to take a break from work through vacation days,
the ability to take family leave when having or adopting a child,
additional baby skills, including thinking and self-care,
additional life goals, including ones for writing and reasoning or reading,
a retro-themed furniture set, with additional furniture and clothing sets already planned.
Of course, while doing all of that, we've steadily been releasing bug fix updates that also feature small improvements and features. Since the Early Access release, we've released four of them, and you can always find their full changelogs in the bottom-right corner of the main menu, or on the documentation website. So far, notable improvements that are already released include an easier way to see lots while zoomed out, the ability to highlight Tinies in the world, a better Steam workshop workflow, and more!
We hope you enjoyed this little update on Tiny Life's development, and we hope everyone is as excited as we are about the future of Tiny Life and its community. Please keep the feedback, bug reports, and amazing custom content creations coming!!
Organic is a substance related to hydrocarbons. The sticky substance is widely found in nature.
Produced in the Component Factory from Wood (x4) or Logs (x8) or Pressed Sawdust (x12) or Coal (x2). Can be found in the location in the form of growths on Stones (minor resource).
As you might have noticed, the graphical assets of Sisypush on the Steam store page and in your library have been updated to the new design, I hope you all like it! To celebrate the new look of Sisypush on Steam, there's an accompanying update bringing you some features, some bug fixes, and some new levels, bringing the total level count up to 72.
Changelog
Features:
Add an animation and sounds when unlocking new stars (foot/rock symbol in the top left corner) or the Seal of Approval after completing a level
Add updated logo to the main menu
Update store page graphical assets
Update library graphical assets
Level Changes:
Add new Phlegethon level: 'River Ablaze' (inserted at 4-10)
Add new Lethe level: 'Ice Spiral' (inserted at 5-7)
Bug Fixes and Other Minor Improvements:
Fix issue on Steam Deck where DPad was not working correctly
Fix bug where undo/redo actions while an object was (partly) on ice resulted in moving objects despite not being (fully) on ice
Reduce the default volume of ambience sounds
Make the code base a bit more maintainable
I hope you enjoy the new levels and features, please let me know in case you experience any problems. Have a nice day! :)