This update hits across a lot of areas in the game. Visual updates to lots of different things, plus some quality of life updates from user requests in the community, along with a BIG game engine version update and bug fixes. I was going to save some of the visual updates for the new biome and monsters I am about to release, but decided to release them in this change instead. :)
v0.7.92 -Big Game Engine version update which updates the navigation, physics, graphics. -Changed Wild Nested Chickens so they respect the Passive game mode setting and don't attack players. -Changed Friendly Chicken Nests to not spawn with a egg. -Adjustments to golem spawning to make it a bit "softer" if the game is in Passive difficulty mode. -Setup new visual geo variants for npc in village. -Setup Mermaid Prow on third tier boat -Fixed a icon bug where contraption icons wouldn't go away when the object was returned to the pool. -Visual updates to the world map. -Changed World Map icons so they always show up for islands even after the island has been discovered. -Update to Hunter Mission text to better tell the player how to find the Roshi island. -Fixed Ballista not staying on floating docks correctly after a save/load. -Fixed an issue where revived boats would not float correctly after being destroyed and the game saved/loaded then the boat revived. -Update to Player death minimap icon logic so it doesn't show up in other zones. -Reduced the amount of Seagrass needed for walls, floors, roofs, etc. -Localization updates. -Fixed an online object pooling issue where resources would not drop correctly in some situations. -Setup code to handle an issue where the player could become non-kinematic and "fall" out of the ferry. -Fixed an issue where in online games, a cannon could be destroyed while a player was controlling it, but the player and cannon wouldn't always be reset correctly.
This update fixes an issue where the webcam tracker would no longer work when there were any non-ascii characters in the VTube Studio path, for example Japanese, Chinese or Korean characters.
I apologize for the inconvenience.
If there are any issues with this or any future updates, please report them directly in the VTube Studio Discord so things can get fixed as fast as possible.
Fixed bug: 1. When "Weakening of Souls", "Rotten Bananas" and "Undead Killer" are removed, the random attack card is not immediately added under the effect of "Message Bottle". 2. Items of Caravan can be purchased multiple times at Arena. 3. Abnormal UI interactions. 4. When Fortune Teller uses "The Tower" without "The Fool" in hand, only gets 8 points of armor in the next round. 5. ”Arquebus" appears in the market of Skulls Island. 6. Localization improvements. 7. Fix other known issues.
Do you need more specialized Astralite to temper your Equipment?
Well, you're in luck! Our scouts have noticed that Astra Monsters are glowing brighter, and discovered that it's because they're carrying more Astralite!
Isn't that exciting? We'll be introducing a new event in the next update, where you'll get 3X more specialized Astralite from hunting Astra Monsters!
* Forestry towers can now have storages assigned for wood export. * Quick delivery now takes products from incoming trucks before taking them from storages. * Delivery jobs that did not yet pick up construction products are now canceled when an entity get materials from quick delivery. * Beaches on YSNP map are less steep to not trigger sand avalanche when mining sand. This only applies to new maps, old saves are unaffected. * Fixed gold deposit on YSNP map to not be consumed by cliffs, especially when cliffs are increased in map creation settings. * Significantly improved efficiency of dumping designation search that was causing lags when there was a large amount of dumping designations placed in game. * Many internal fixes to improve stability.
The following issues have been resolved as of 0.2.16:
Dying during the stealth tutorial no longer soft-locks the player 🤦♀️
Music now plays properly after certain bugged cutscenes. This caused missing combat music in the first part of the game.
Terminal text no longer goes off-screen after inputting an empty command several times, preventing the user from seeing what they typed.
Disabled PDA access in terminal view. Now you have to exit the terminal to open your PDA. This may prevent issues with typing into the terminal view.
Fixed MissilePool not saving correct length, causing a failure while loading certain saves. If you loaded a save and ended up in a corrupted state, you should now be able to load it correctly on this version.
Johnny Za no longer returns from the dead in order to ask the player if they want to play some ball.
Moved "Press F9" death message so that it displays correctly on lower resolutions.
Extended ladder's collision box to actually match the model in clubvheni_a start elevator, rendering it actually useable.
In our latest update to the survival game, we're excited to announce the addition of a diverse array of new animals! Brace yourself for an immersive and captivating experience as you encounter these fascinating creatures in the untamed wilderness.
Venture deep into the game's expansive world and come face-to-face with majestic foxes like the ferocious wolfs, stealthy rabbits, and powerful grizzly bears. Prepare to test your survival skills as you navigate their territories and learn to coexist with these formidable beasts.
But it's not just the predators that await you. Discover enchanting herbivores such as graceful deer's, quirky porcupines, and gentle moose's roaming the landscapes. Observe their natural behaviors and adapt your strategies to interact harmoniously with these magnificent creatures.
Furthermore, we've introduced a range of exotic and elusive animals to add an element of surprise and mystery to your adventures.
Immerse yourself in the rich ecosystem we've created, where the addition of these new animals adds depth and complexity to the gameplay. Learn about their habits, study their patterns, and use this knowledge to your advantage as you strive to survive and thrive in this dynamic world.
Prepare to embark on an unforgettable journey of discovery as you encounter the wonders of nature and witness the intricate web of life in our survival game's latest update. Let the thrill of encountering new animals fuel your passion for exploration, strategy, and the ultimate test of survival.
Comment on 'Armor Storm' in Steam to receive a luxurious gift package
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Gift Pack Collection Method: Private Chat Customer Service Xiao K can provide screenshots of comments to collect (limited to one collection per person)
You may have caught our Combat Analysis Deep Dive Stream this morning, but if you didn't, don't worry -- we'll be uploading the VOD to Youtube very soon!
Don’t fear, though, this month’s Developer’s Log is going to explore the minutiae of the Trailer, and break down some of this anarchy with Dev insights. ~
The Hunt Begins
We’re immediately met by Admiral Voltan in his Bridge as he is preparing to launch an attack on the SDF Catalina. Admiral Voltan and his motives have not yet been explored… So far, we know that he is a warmongering leader and commander of the Zutopan forces chasing the SDF Catalina, but there may be some merit in wondering why…
Anyway, back to your regular broadcasting! We have reiterated before the importance of the Captain’s decision-making, and there is no tougher decisions than those made when the Catalina is under attack… When the player sounds an Alert Level, crew will immediately respond with the corresponding protocol. These are colour-coded, with each Alert Level having its own purpose and intensity (we’ll explore the different Alert Levels later in the Dev Log). But for now, it is important to note that these ‘high’ Alert Levels; Red (Battle Stations) and Magenta (Intruder Alert) include the very important requirement that all Officers and the Captain immediately report to the Bridge.
Strategic Jumping is your ticket to reaching the Forever Star. While the Captain’s first instinct might be “let’s get the hell out of here!”, there are other important facets to keep in mind… You might not want to tank the hit to your Hope as a result of losing so many crew to abandoned Away Missions, or maybe you are desperate for the Resources that these Away Missions are bringing back to the Catalina. Perhaps you’re sick of running – for now – and want to face the threat head on. Or, worst of all, you’ve run out of time.
Regardless of your circumstances, the SDF Catalina does come well stocked with a defensive system.
“Princess, the Zutopans will be in our Systems any minute!”
You can always check where the Zutopan Forces are by heading to the Star Map.
“But they’re not here yet… Prepare Defences!”
Defensive techniques will vary between Captains, but ultimately will come down to the utilisation of the same resources. There are some incredibly useful pieces of tech to be implemented from our Build Mode, as you can see in this clip from the Combat Trailer:
Weapon Lockers: these contain laser pistols (specifically BZ-pattern laser pistols, nicknamed ‘Buzzers') which the Marines in your Combat Division can equip to fend off invaders. Euphora isn’t afraid to grab one if the need arises either.
Jumplight Memory Unit: this is an Engine Room upgrade that increasess the maximum Jumplight that your Jumplight Core can hold, allowing for even longer Jumps. Useful if you need to create some more breathing room between you and the Zutopan Fleet.
Blast Doors: sturdy doors that have more health than regular doors, which will slow down the Zutopans trying to break through them. Blast Doors have the added benefit that they will seal shut as a safety precaution if they lose power, whereas your regular doors will be forced upon by a power outage.
The Captain’s Tools: Alert Levels
Alert Levels are one of the main tools that the Captain can employ to encourage certain actions by the crew.
🟢 Green Alert - All Clear!: An Active Green Alert is the standard for a normal day with regular operations in effect. Half of the crew will be on duty and will abide by a rotating shift. The other half are free to tend to their Needs, whether that be by socializing (flirting, maybe? ) or showering, eating, etc.
🟡 Yellow Alert - All Hands to Your Stations!: When activated, Yellow Alerts will immediately place all crew On Duty. All operations are “normal”, but there are more hands ready to take on jobs. While Yellow Alert is active, no crew will partake in recreation or social activities (with a few exceptions – like our crew with the Chatterbox trait!), and they will not see to their Needs unless they are Critical.
🔴 Red Alert - Battlestations! This is not a Drill!: As shown in the Combat Trailer! Activating a Red Alert will immediately force all crewmembers On Shift. All hands are ready to take jobs.
Red Alerts also activates:
Officers and Captain assemble in the Bridge
Marines operate Turrets and don spacesuits/helmets (if able - they protect against attacks from Zutopans!)
Crews Assemble to the assigned Fighter Craft
Crew members become Stressed, their default movement is to run
There is no recreation or social, and no crew see to Needs unless critical
⚫ Black Alert - Emergency Hold!: Typically used when supplies are getting low, Black Alert imposes heavy rationing on all supplies. Crew will only eat, drink, wash and heal if their Need is Critical. Additionally, only Half of the Crew are On Duty (the shift still rotates).
🟣 Magenta Alert - Intruder Alert!: For when you think there is something awry… Magenta Alert will call All Hands to Stand By, ready to receive jobs.
Magenta Alerts also activates:
Officers and Captain assemble in the Bridge
Marines arm themselves with weaponry and don spacesuits/helmets
Marines' receive a new set of priorities. First, to engage invaders. If Invaders are not present, Marines will operate Turrets. If there are no operable Turrets, Marines patrol the decks instead
Crew members become Stressed, their default movement is to run
Non-Marines assemble at Assembly Points, designated by you (as the Captain) as “Safe Zones”
The Zutopans are Here!
Once the Zutopan Boarding Pods have been detected, Combat is initiated. The Turrets will clock the Boarding Pods and attempt to shoot them down before they can attach to the ship itself.
Turrets are used by characters to defend the ship. Your crew will handle the shooting part – you don’t need to worry about that as the Captain. The turrets are able to protect the ship so long as they’re approaching the correct side, and the turrets have sufficient Munitions supplied.
Red alert will see Marines prioritize arming the Turrets and readying themselves for incoming threats. Magenta, rather, is used for combat tasks (they may still arm Turrets if the threat is present).
“Scramble Fighters!”
As a protective measure, the Captain is able to Scramble Fighters. The Fighters are manned by assigned crew members and will launch from the Flight Deck like any Away Mission, leaving to engage the Zutopans off-screen. While engaged against Zutopans, the Fighters are consuming Munitions, and must return to the Hangar to restock when they run dry.
Combat Aboard the Catalina
If the Boarding Pods successfully latch onto the Catalina, the Zutopan forces are able to board. Immediately, depending on your alert, the Marines will engage in Combat to protect the rest of the Crew, who will flee to the Assembly Zones.
(It’s worth noting that you can pre-empt the combat and preserve your crew’s safety by initiating an Alert before the Zutopans actually reach the ship. If you can see the Pods approaching, it’s definitely a good time to go Red!)
The Marines will grab the nearest Pistol and suit up, if available.
The Marines are not well equipped to fend off a long-term Zutopan invasion. Preserving the Crew’s life, Morale and Hope (all of which are deeply linked) is a matter of evading the Zutopans as best as possible. With Blast Doors sealed, sometimes your best bet is to vent a room to vaccuum the majority of the Zutopan Forces out, even at the cost of some unlucky Crew.
Typically, Zutopan squards arrive in Boarding Parties which have a specific objective. It is primarily to find and destroy: whether that is the Captain (Princess Euphora) or the Jumplight Core in the Engine Room.
After breaching, the squad will move through the ship to reach their objective, blasting at any characters they encounter with pistols and destroying sealed doors that get in their way.
Your Marines will do their best – and will mobilize to equip themselves, then seek and engage the hostile Zutopans!
Non-Marines flee from enemies when they become aware of them.
“Not today, Voltan.”
Jumplight Odyssey is a story about survival above all else. The repercussions of engagement are severe – it causes Hope to dwindle, the Crew’s mood to drop and an impending resource drain. Combat feels more like being hit with a truck than something to willingly engage in – most moves on the SDF Catalina are made from a place of desperation to escape rather than combat dominance.
Once you Jump, you evade the clutches of the Zutopans and you live to fight another day. Anything you abandoned in the previous Star System remains lost as you move ever-onward, toward the Forever Star.
And that is a breakdown of our newest Combat Trailer, just in time for PC Gaming Show! We hope that you enjoy, and if you have any questions, feel free to let us know!
Until then!
Keeping your Hope Bars full,
<3 LoG
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