We have fixed a softlock in the mission Departure.
We have fixed a softlock in the mission Mortal Enemies.
We have fixed a bug that caused stations not to appear in the first sectors of the game.
We have fixed a bug that caused that in Sol, when doing the mission Mortal Enemies, one of the final missions of chapter 5 could appear.
We have fixed a bug that caused two stations to appear in Tacet Stella and Sol.
We have fixed a bug that caused that when adding another wingman in a slot where there was already another one, the original wingman was not destroyed, so the player could add with infinite wingmen using this exploit.
Main missions now always appear first in the objectives list at the top right of the screen.
We have added new Data voice audios.
We have added new Patches voice audios.
We have added new Thompson voice audios and replaced the old voice audios. Thompson is now played by another actress.
We have added new voice audios of the male Engineer.
A missing voice audio of Patrick Jackson has been added.
Today, we want to tell you all about the Revival: Recolonization roadmap. This is our chance to show off some of the future updates and changes coming to the game.
The roadmap covers three major updates and a slew of minor ones, but the list is not set in stone. Releasing the game into Early Access (EA) will allow our team to collect player feedback and react to it, so the contents of the roadmap may change.
We look forward to hearing your opinions and ideas on how to shape Revival into the best game it can be.
Early Access Features
The EA version of Revival: Recolonization is a fully playable game. It presents the base game experience, but it's missing a few features outlined in the roadmap below. Here is what's available out of the gate:
The edict system – offering you the freedom to influence the game world and its ruleset. Adapting to new conditions and taking control of your surroundings is key to not only surviving, but thriving in the world of Revival.
Unit Editor – build and command an army that is suited to your play style by gearing up troops with a variety of components, which can also be crafted.
A standard game mode with a Domination type victory condition. You also get to customize map size, game speed, difficulty, terrain layout, and more.
Two starter emissaries to choose from – Tano and Tania Olazzar, a brother and sister struggling to navigate a post-apocalyptic version of Earth while overcoming their differences.
Five different peoples – each one having to adapt in different ways to their life on the transformed planet. They will differ in culture and attributes. You will need to keep these differences in mind if you want to expand your civilization beyond the starting region.
Four distinct eras to progress through – pick the right clan to take under your wing and help your followers evolve all the way to futuristic settlements and breakthrough technology.
Quality of Life (QoL) Update
Any critical bugs found after the EA launch will be fixed – and we will incorporate further improvements to the game – in one or two QoL updates.
Once our team is happy with the core gameplay, and we are sure we have a strong foundation to build on, we will be expanding the scope and depth of Revival: Recolonization with new features and systems.
Here are just some of the cool things that you’ll get to experience first-hand during EA.
Event System Update
Create your own unique narrative with faction traits that you'll acquire during a game session.
Each clan in Revival: Recolonization has three clan traits that determine its social composition and cultural values. When you pick a clan to lead, your faction inherits all three of its traits, as well as a unique trait from the people that your chosen clan belongs to.
We will be expanding the in-game event system to factor in traits when generating new events, missions, as well as their outcomes. Any trait associated with your faction can initiate such an event.
As you make decisions during events, your faction may gain or lose one or more of its traits. For example, a group of bounty hunters may approach you and demand that you release a band of travelers under the "Murderers" trait that you’ve sheltered in the previous event. You can choose to fight them or you can give up the band, losing the "Murderers" trait in the process.
Your choice of which clans to lead and assimilate will influence how the game session plays out. Will you lead a bunch of desperate savages and cutthroats, or a peace-loving group of scientists and farmers? It is up to you to decide!
Victory Conditions Update
In our opinion, victory conditions in most 4x games are a bit too static and lead to flat, predictable late game outcomes. Our team aims to solve this issue by implementing victory conditions that:
stimulate conflict and interaction between factions,
show the player clear progress towards their end goal and
reward the player for their efforts.
We see victory conditions as scenarios closely tied to player actions, the various goals they may wish to pursue, and their views on the best future for humankind. For example, you may wish to embrace transhumanism and acquire a rare resource to repair the All-Mind’s (rogue AI) neural network. The repair process takes time, giving opposing factions an opportunity to intervene.
On the other hand, you can also attempt to completely destroy the All-Mind by acquiring three parts of a certain cipher. This will launch a virus from a secret base on the game map, eradicating the AI.
Whatever the role you would like to play in a particular game session – a successful diplomat, an insidious conqueror, a mad scientist, etc. – victory conditions should ideally provide a fun means of achieving your goals.
Emissary Update
Right now, the game is designed and balanced around a single emissary – Tano Olazzar. It made sense to start off with a ‘standard’ style emissary because we need to fine-tune Revival: Recolonization’s various game systems first before we introduce new emissaries.
Faction differentiation is an important part of the design of Revival: Recolonization. Once the first two major updates are in place, we will begin making the two existing emissaries more distinct, and potentially adding new ones. Our goal is to make emissaries (and by association, their factions) different enough, so that playing a particular emissary would allow you to look at the existing game systems from a new perspective.
That's it for the current roadmap. There are still a few big features on the table, such as multiplayer and a map editor, but we will discuss those in the future, as more feedback is received.
Don't forget to share your opinions in the game’s Community Hub and join our Discord. Thank you for joining us on this grand adventure!
Greetings, captains! Amazon Prime members can now claim free goodies for their Star Trek Timelines account! Sign into your Amazon account over at https://gaming.amazon.com/ and claim the Star Trek Timelines Currency Package. We will be adding new drops every month so check back often for more goodies. The Currency Package is now available and claimable up until August 28th, 2023.
Thank you for playing, The STAR TREK TIMELINES Team.
Wanting to make further amends for the years he spent working for the Orion against the best interests of his people, Kyheem has partnered with Captain Burnham to try and use the Kwejians’ unique abilities to help heal other environmentally ravaged worlds. But the worst of these are controlled by factions that have never prioritized conservation or environmental health. Can you find a way to utilize the Kwejians’ abilities, and then convince the owners of these worlds to allow them to be healed?
Event Name: Forests of Forever Event Type: Galaxy Event Start: Thursday, 07/06 at Noon ET (16:00 UTC) Phase 1 End Time: Saturday, 07/08 at Noon ET (16:00 UTC) Event Finish: Monday, 07/10 at Noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N
After several weeks of work, we're now starting to release packages aimed at boosting game performance. There will be two update packages, first one today, and second one in a couple of days.
Every file you've provided us and every log sent to us by every player helped us locating places where bottlenecks appeared. In that respect - we wish to extend gratitude to all of you for assisting us in this work.
There were interventions in several game elements: large optimizations of graphics drawings, changes to model loading procedures and massive improvements in model level of details.
Full impact of these changes will be visible once part two of this update is applied, and that should be in a day or two. But sizeable improvements should be noticeable right away, depending on your specific GPU and CPU.
As before, once you download and apply both updates, if you wish to report anything else, please do provide us with new game logs and save files. We will continue to pursue further improvements and data from fully updated game versions will be of great use!
1. The creative workshop has been added!!!!!! 2. In Chapter 5, the current moved ground will no longer be attacked, but the just moved ground will be attacked immediately 3. Fixed several bugs.
Creative Workshop Instructions
Creation: After clearing the level, you can choose to upload to the Creative Workshop when saving in the editor. Play Workshop Levels: Please subscribe to the levels in Steam, and then play in the subscribed levels in the main interface. The current Creative Workshop feature is still quite simple, and will be updated in the future according to everyone's needs.
After about a week since our Early Access launch, we’ve been hard at work on our first patch which will bring a collection of fixes, improvements, and also some new content. We have been scouring feedback from our community and have pinpointed some tweaks and content requests that can be added relatively quickly, so instead of holding them for our larger planned content updates, we decided to add them into this upcoming patch.
We don’t want to give away the whole list right now as there is still a chance some things can be added or pushed to a later update if testing proves the need. However, we are excited to highlight one particular addition, especially for all those who have created some absolute beast-sized airships that have become a little more difficult to “park”.
We will be adding a Docking Plank Device:
Now you can safely float your hulking behemoth airship over to the sides of a tower, roll out your metal “red carpet” and walk over with full grace and dignity compared to what some of you are doing now.
Our goal is to have this patch developed, tested, and shipped by mid-July.
You can expect a variety of changes, including balance tweaks, quality-of-life upgrades for tools, additional accessibility options, full controller support, and, of course, a few new devices and items to enhance your airship to name just a few.
Take your golf and running game to the slopes! Ride ski lifts and use the new Snowmobile Powerup to power through the snow.
New Cowboy Hat
The Cowboy Hat has a new effect, and it makes your drives BIG. With the cowboy hat equipped, each time you successfully hit a shot above 100% power, your driver will gain 12 yards of power! Hit risky overhit shots and by Hole 5 you might be driving every green.
Note: For players who prefer the old faster swing speed Cowboy Hat effect, you can switch to the old effect on the customize screen, given that you’ve played at least 5 rounds.
Online Play Improvements
Spectate Mode and Join in Progress Online rooms are now more open! When hosting a match online, other players can now join during the round.
Players who join mid-round will enter spectate mode and watch the round finish.
When the round is complete or the host restarts the round, joined players jump into the action
Players who finish early can enter spectate mode to watch others.
Fly around the map in Free Look mode, or follow a specific player!
Quick Chat Communicate with your fellow golfers! Send quick chat messages by pressing [T] on keyboard or right stick click on controller. Say hello, coordinate when to start the round, or say you need a break after a round ends. Chatting can be customized and turned off in the Customize -> Controls menu.
Leaderboard Improvements Know your rank faster - right after completing the last hole a message will display with your new leaderboard position. On the leaderboard screen, you can set a “featured rank”, which will display in your online profile. Show others that you rock at your best course.
Controller Improvements
New generic controller glyphs have been added! For non-xbox controllers, hints will now show which face button direction to use. Bring out the Steam Deck and Nintendo Switch controllers!
Other Fixes/Adjustments
-Scoreboard is now sorted by who is winning during the round, instead of who joined first. -In Classic mode, on the scoreboard, players who are not finished display the current hole next to their most recent split time (example: (H7) 5 : 32 : 21) -During Match Play, between holes, the amount of points scored by each player on the previous hole appears by their name -Beat the Career mode to unlock a champion t-shirt detail cosmetic! Show off your skills online. -Customize which music tracks are played. Either play each course’s theme first, or hear tracks from all over the game. -Immune powerup now works properly when handicap settings are active -In online play the server now displays a message when the host is moving to the next course. Also, the host must wait a short time before starting the next round to let everyone load in. -Bot difficulties now correctly display in online games -If a player has a handicap setting applied, this is shown in online games with an orange arrow. -Game no longs crashes if force quit during an online match -Match play hole positions are randomized between back-to-back rounds -Local Match Play with custom option “Instant” hole time now works properly -Fixed the bridge hitbox on City Scape course
[h4]Game Nights[/h4] We’ll hold Speedy Golf game nights each week in July! Keep an eye on the in-game Message of the Day for exact dates, or join the Discord for updates.
Speedy Golf has a new price, $9.99 USD! It's a perfect time to get into Speedy Golf with friends and play fast co-op golf and use wacky powerups!
From quality of life improvements to accessibility, this first major update is taking the game to a whole new level.
The game being the most fun when playing as a 4 players party, it is unfortunately not always that easy to have 3 friends available at the same time to play the game, and this is what this update is primarily meant to address.
Vanta Black
Introducing a new game mode : Vanta Black.
Despite being a competitive multiplayer focused game, SMYS has a pretty dense lore on which we rely on when adding new content to the game. When thinking about ways to make the game more accessible, Vanta immediately came to our mind as a character that would make a great opponent to play against, and this new game mode was born.
Vanta is one of the only zglub that is not drawn towards eating yumyums, as he was originally cursed after eating the moonyum, out of despair, erasing all sense of taste he ever had. He is now driven by his sole jealousy and wants to prevent his siblings from being able to enjoy these delicacies yumyums are.
You will face him, either solo or with a friend, in a relentless battle to the top. As the world's tallest and strongest zglub, Vanta will not be easy to beat, especially if you're going one on one with him. This is a real challenge aimed at players looking for a strong opponent, and while it may start easy, the difficulty quickly ramps up with Vanta using new powerful abilities each round.
Playing this mode with a friend is obviously easier, and I hope that players with a less competitive mindset can enjoy it this way.
Bots for Multiplayer
This has been requested by the players, weither it is to be able to play alone, or to fill an uneven party of 3 with an additional player.
I did not realize how important this was until it was part of the game, and I'm glad I listened to the players feedback as it is undeniably adding a lot of value to the game, making it accessible and fun to small parties. Even playing as a party of 2 with each one a bot is suprisingly loads of fun, I'd even go with saying it was more fun than playing 1v1 without bots.
The only limitation I did put on this is that you can only spawn up to 2 AIs for now, which should address most requests I had about adding bots, but if players request it I'll make it 3 so a player could play alone as a party of 4, 1 AI teaming up with the player against 2 AIs.
The bots difficulty can be modified in the settings menu to suit players needs by adjusting either their playing speed or if they should use bonuses or not. I'll add more settings in future updates as I improve AI's behaviors.
Bots have been playtested for hundreds of hours by now, and while I fixed close to 100% of the errors I've found, there might be specific cases we did not encounter yet, which I hope the players will report to me so they can be fixed.
Sidenote
I am publishing a progress roadmap every sunday on Twitter and Mastodon on which you can see how far each upcoming update is from making it into the game, feel free to follow me there to stay updated about your most anticipated updates.
Features - New game mode : Vanta Black - Bots for local multiplayer - New dead zglub icon - UI timer progress bar for malus effects
Improvements - Players UI panels graphics are now matching the direction of their stairs - Items spawning in the Canons picking phase increased from 8 to 9 - New bonus icons - Players can now only throw blocs when the yumyum has spawned - Bomb explosion radius increased - Bomb explosion now damages blocks around the explosion - All malus durations reduced from 18' to 16' - Bonus spawn chance in Trampolines picking phase increased from 70% to 82%
Fixes - Fixed players building phase panels and players picking phase results panels being abnormaly huge - Fixed players building phase panel bonuses not being cleaned when leaving to lobby - Fixed players building phase panels position not updating when leaving to lobby and switching teams - Fixed 2 items spawning at the same position in Canons picking phase - Fixed canons being disabled when dying just before the end of the building phase