Greetings Railroaders! Angel on the line, thrilled to come back with another weekly Rail Log. As we approach the end of the early access phase (this year?), we've been working tirelessly to polish Rail Route, and today we have some exciting updates on the UI changes. Buckle up and let's embark on this UI journey!
Spoiler Alert: All the fantastic updates you're about to discover will be arriving in Update 12!
Info Panels
Our primary focus has been the introduction of Info Panels, an idea nurtured by the feedback we've received from you all. Info Panels are customizable panels that can be placed either on the left or right side of the screen or directly on the game board, providing key information right where you need it.
Station Timetable
One of the key Info Panels we've introduced is the Station Timetable. We've heard your requests for a detailed view into the station's timetable, and we've made it happen! Now, you can pin any station to have an easy glance at all the trains passing through at a given time.
Note: The longer variant will show longer period then on the picture
Configuration
The best part? Each Info Panel can be configured to your liking. For instance, the Station Timetable panel allows you to choose which platforms should be visible and whether there should be an offset applied. You also have the flexibility to choose between a smaller panel showing 30 minutes in advance or a larger one revealing 80 minutes ahead.
Onboard Info Panels
When an Info Panel is placed on the game board, it stays put, enabling you to "decorate" your game area with context-sensitive information. And yes, we're considering options for size adjustments and zoom sensitivity to ensure maximum flexibility.
Other Info Panels
While the Station Timetables will be the main Info Panel in Update 12, we're already mulling over introducing more of them, like a Train List Overview. But let's keep that for the future. For now, we're excited to see your response to the current updates.
Bottom/Other Panels
Next, let's delve into the revamped bottom bar. We're relocating node details to a configuration panel on the right, which now houses the sensor configurations. But remember, this is just a pit stop. We plan to bring these panels onboard via Focus Views soon!
Train Detail
Don't worry, we haven't forgotten about the Train Detail panel. It still finds its place at the bottom of the screen, albeit in a much more compact form. The space now has multiple uses, depending on the game context.
Build Bar
The Build Bar takes centre stage during construction, replacing the previous left panel and giving you more horizontal space. You can quickly navigate through buildables using the keybinds Q, E, mouse wheel, or assign hotkeys 1-9. And yes, we plan to reintroduce category delimiters for better visual guidance.
During an Offered Contract Focus View, this bottom bar will provide insights into the planned timetable of the contract, keeping everything at your fingertips. As well as as customer set of info panels to give you the context for the contract!
And much more coming!
It's been a delight working on these updates, and we can't wait for you to experience them. Your feedback has been instrumental in shaping these changes, and we hope they'll bring a whole new level of convenience and fun to your Rail Route journey. Btw. if you would really like to see
We're just about to wrap up, but we want to leave you with an invitation to get involved. We've designed these new UI changes with our players in mind, but the real joy comes in hearing directly from you.
If you have ideas for a standout feature for station info panels, something that would make the game experience even better, we want to hear it. We're a few weeks out from the Update, which means there's still time to make tweaks and add features based on your suggestions.
So don't be shy, join the conversation! Drop us a comment below, join our Discord community, or reach out on social media. Your suggestions have the potential to shape the future of Rail Route and make the gameplay even more exciting. We look forward to hearing from you!
Job Board is now active. Build the Job Board near bridge to access it. Gobi, Chief Gobi, and Melina will provide tasks for Reputation Points. Once Players have 50 Reputation in either Ironcliff (Melina) or Goblins (Gobi) NPC's will visit farm. Players can recruit NPCs to the village on Draxis Prime (Dragon Homeworld). Unique NPCs will become available at higher reputation levels.
Can Build Houses, Training Buildings, and Work Buildings in the castle. Villagers can be assigned to do various work once buildings are built. Villagers can grow crops in planters at homes. Villager can be assigned to the farm house to grow crops based on farming skill.
Heya adventurers! First of all, congrats to the Rose tourney champion! You've proven to the whole of Elrios that even if you're isekai'd nothing can stop your determination and armament control! This week is going to be super chill so you can prepare for another action-packed week next week! And as always, don't forget to take a peek at the Item Mall for all the fun, new things we have for you!
Item Mall Goodies
Watch out! Elsword and the gang are ready to discipline their minds and bodies further! Make foes flee at the sight of you donning your Elrios Taekwondo Costume Suit but also at your masterful forms! You can also add a cute accessory!
This is an unstable release, containing big changes that may introduce new bugs. Major new changes include the following:
Content and features:
Released the first chapter of Hai Reveal, a storyline that involves the open secret of the Hai being exposed to humanity.
NPCs in missions are now able to trigger game actions on status changes to the NPC.
Updated and added new mechanics around asteroid mining to make it a more engaging system, including allowing your escorts to take a more active role in mining.
Continued development of the Gegno, including new ships and outfits.
Split the Quarg government into a series of regional governments, allowing for more fine-tuned interactions with different groups of Quarg.
Plugins are now able to be enabled and disabled within the Plugins menu.
Replaced the mouse control toggle button with a preference to prevent accidental activations.
Controls can now be unbound by pressing X or delete when hovering over the control.
Bug fixes:
Patched an infinite money glitch caused by bad offer conditions on an Unfettered mission.
Ships with low max speeds no longer rubberband backwards when exiting hyperspace.
Fixed various issues with buying and selling outfits caused by having outfits in cargo or storage.
For a complete list of changes, as well as further detail about the summarized changes, see the changelog. Special thanks to those who contributed to this release: @10010101001, @1010todd, @3agleEmpire, @alextd, @Amazinite, @Anarchist2, @Arachi-Lover, @AvianGeneticist, @Azure3141, @bene-dictator, @DeBlister, @Deltaspace0, @dorbarker, @EjoThims, @Ferociousfeind, @Fzzr, @Hurleveur, @Koranir, @LorenzoBolla, @MasterOfGrey, @mOctave, @petervdmeer, @Quantumshark, @quyykk, @RisingLeaf, @rovermicrover, @samrocketman, @Saugia, @shitwolfymakes, @Terin, @thewierdnut, @tibetiroka, @TomGoodIdea, @UnorderedSigh, @warp-core, @ziproot, @Zitchas
If you are using the high-dpi plugin, you should download and install the updated version that goes with this release.
Friendly reminder that all odd numbered releases, including this one, are considered "unstable" updates, and in order to play such updates on Steam you need to opt into the beta branch. To do that, go to your Steam library, right click Endless Sky, go to Properties, go to Betas, and select the beta in the drop down box. (You don't need any sort of beta code, just select beta in the drop down box and close the menu.)
Friends vs Friends is coming out tomorrow. Yes, TOMORROW! - The Closed Beta has been incredible and you've all been amazing, but now it's over we're getting everything ready to go live in just a few short hours.
While you wait, here are some cool stats from the beta for y'all to chew over.
- 2.5 Million Cards were played across 88k matches! - Spike Remington emerged as the most popular character, played 53k times. - The Boomstick was your weapon of choice, used 84k times. - The most used card was Garbage, over 261k times.
Everyone put on quite a show, so thank you so much for getting involved in the Closed Beta! Now we're just one whole sleep away from the main event and we're all vibing.
Friends vs Friends is scheduled to go live around 4PM CEST / 3PM BST / 10AM ET / 7AM PT and then you can dive in, play with your friends and tell us all about it.
If you're wondering about other ways to support the project, why not grab the Deluxe edition? It'll come with the game, the game's 6-song soundtrack and the next two Premium Expansions coming later this year all for $19.99|€19,99|£16,75 with a 20% discount for the first week.
The best place to tell us stuff is on the Brainwash Gang Discord! Wait, whaddaya mean you're not already on there? It's the perfect place to make new friends and friends to fight against - Join now!
We're also looking at all of your suggestions and considering each and everyone, so keep 'em coming. We'll see y'all tomorrow!
Disclaimer: Features discussed in this post reflect what is currently under development and not necessarily what will be shipping with the next test. Anything mentioned below may change at any time due to the experimental nature of Pre-Alpha development. Nothing mentioned here should be taken as a promised feature or additional to the eventual game.
In Anvil Empires, thousands of players will work together to build vast empires spanning many towns and villages, each involved in one or more industries. Operating these industries will require infrastructure to be built across the world. In current Pre-Alpha builds, players can already build roads but in this upcoming test we will be adding water infrastructure like Aqueducts and Canals. In this devblog we will go over how water infrastructure works and how they are used to generate power and optimize activities like Smithing.
Aqueducts & Canals
Water infrastructure is used to transport water from rivers and seas to other locations in the world. This will be useful for a variety of applications like supplying water for agriculture, but it can also be used to generate power which can be used in the Smithing process.
There are two types of structures for building water infrastructure. The first is Aqueducts, which are used to move large quantities of water between sources and Settlements. The second is Canals, which are for distributing water within a Settlement. Aqueducts are higher bandwidth and can be built anywhere in the world while Canals are lower bandwidth and can only be used locally. Canals have the added benefit of being dynamically scalable so they are ideal for placement between structures within a Settlement.
One of the goals with Anvil is to make gameplay feel as tactile and organic as possible. To that end, water movement relies on gravity which means that Aqueduct and Canal placement depends heavily on the topology of the landscape. Water moves downhill, which means hills and mountains will naturally be a factor when determining ideal locations for settlements. A lot of work was done to make water behave intuitively as it traverses through Aqueducts and Canals, even if it is an approximation to reality as opposed to a fully accurate physics simulation.
Building a Powered Workshop
Besides supplying water, Aqueducts and Canals can be used to generate power for workshops. Water Wheels can be constructed over canals and rivers to generate force, which can in turn propagate through a series of pullies and ultimately harnessed by equipment. It's up to players to design and build their network of pullies and the ropes that connect them. However, such power infrastructure can only be built inside *Workshop Areas*, which are player defined zones for industry structures, and aren't meant to be strung across a Settlement. It was important for the theme of the game that power infrastructure didn't feel Steampunk like or too advanced for the era the game is inspired by.
While Water Wheels will be the one way to drive such equipment, players will be able to build other infrastructure for power in the future, which will have their own benefits and trade-offs. The ultimate goal is for power to be supplied from different types of sources, depending on what's optimal for the geography around a Settlement.
Advanced Smithing
In our previous Devblog, we covered the basics of Smithing. Forging a blade for a weapon or tool will initially be a slow and manual process. With infrastructure and the right equipment, the process can be parallelized and significantly sped up. By harnessing power generated from Water, the forging process can also be improved to allow for higher quality blades to be achieved.
There will be two powered structures involved in this process. The first is the Trip Hammer. When a Trip Hammer is connected to an Anvil and a power source, it will automatically hammer metal ingots instead of requiring a player to manually perform the action.
The second is the Bellows. When Bellows are attached to a Forge, it will not only heat ingots much faster, but it will also allow ingots to reach the higher temperatures which are needed to achieve the highest quality blades.
Be sure to add Anvil Empires to your wish list on Steam. If you want to join the community, head over the to official Discord server or Subreddit.