Here's what will likely be the last update in the "Beacon's Call" series culminating in a huge batch of bug fixes and improvements to smooth out the game while we switch focuses on the next big update. Thank you for all the feedback and support!
Bonus Promo: Please consider leaving us a review on Steam. This helps us get the feedback we need to keep improving the game while we work towards our major upcoming milestone - a full, non-Early Access release.
Bonus Tip: Tin tools are considered blunt due to the softness of the materials, making them great at things like mining, repairing, and providing defense in the form of armor, but a poor choice for lumberjacking and cutting (things that require a sharpened tool).
New
Added support for Apple Silicon.
Improvements
Action slot tooltips now filter the item information down to only what's relevant to the item in the slot. You can still hold "shift" by default to show the hidden information.
Badderlocks no longer decay, aloe vera bandages no longer disassemble with aloe vera leaves, and cactus scarecrows now use cactus ribs for crafting. These changes prevent issues where disassembling caused decay values for the sub-components to "freeze" in place.
The sorting and direction of all dialogs will now be saved. (Thanks 柯箴之!)
Action tier information is now displayed in action menus and slots.
Action slot tooltips now display the current "item mode", whether it's an exact item, by type & quality, by type, or any item.
Backups are now contained within a folder based on the current active Steam account.
Dismantling items will no longer provide two prompts when attempting to dismantle with an item that will break on use (if both on use/on dismantle were set). (Thanks Kargen Dracos!)
You can now drink and pour directly from peeled coconuts without making a container out of them first.
Peeled coconuts now act as a liquid when broken or placed on a fire and can be used in crafts.
The "tap" input in bindings now appears as an icon.
Action slots now display a * symbol by the action when they're in "any item of type" and "any item of quality" modes.
The active dialog (where quick-moved items will go) is now indicated via an icon and a white border.
The "Use When Moving" feature has been renamed to "Auto-Use".
You can now use ctrl + enter "Submit" binding in the actions drawer to accept the current configuration.
Some icons in bindings now have tooltips describing what they mean.
Hints are no longer displayed in action slot tooltips when showing more information, to save screen space.
The text "hover item" is no longer shown on every binding in the bindings menu.
Mods that aren't enabled now appear white in the mod list tooltip on multiplayer servers, and mods that can't be found appear orange.
The "mods" button on the main menu now has a tooltip displaying which mods are enabled.
The viewport now resizes when screen DPI changes.
The "Locksmith" milestone modifier description now should be more clear on its effects. (Thanks Veeyu!)
Stat bars no longer appear to refill when at 0 or below.
Unpublished mods (mods without "publishedFileId") are now displayed on the "mods" icon in the multiplayer menu, and when joining the server, only other unpublished copies of the mod can be used. (Thanks HDJam!)
Added a warning when hosting a server when unpublished mods (mods without "publishedFileId"s) are enabled. (Thanks HDJam!)
Some places in the game that previously couldn't show the left click icon and instead would show "Left Click" as text now show the left click icon. (Thanks 柯箴之!)
Improved consistency of water/ice particle colors.
Testing well depth now creates puddles.
Balance
Friendly and Pacifier milestones will now prefer land-based creatures to spawn.
Claw worms now skip the turn they were stirred up on. (Thanks httpsnet!)
Reverted a change to small bags so their preservation rate is back to previous values, but reduced their storage capacity instead.
Scarecrows now provide civilization score.
Peeled coconuts now decay into coconut meat first before rotting vegetation.
Reduced maximum decay of coconut meat and peeled coconuts.
Bug Fixes
Fixed solar stills not refilling properly. (Thanks psusi!)
Fixed not being able to set action slots to "any item" and an action if all items currently matching are protected. (Thanks Kargen Dracos!)
Fixed shooting ranged weapons not adhering to protection in some cases. (Thanks Hiran!)
Fixed screen flickering when resizing inventory, container, and crafting dialogs.
Fixed disassembling items resetting their base component decay values. (Thanks Kargen Dracos!)
Fixed "Abnormalizer" spawning aberrant versions of creatures via item interactions. (Thanks DerSimon!)
Fixed a decay exploit with torches among other decay inconsistencies. (Thanks httpsnet!)
Fixed many tile quality inconsistencies.
Fixed stat bars transitioning between widths when UI effects are disabled.
Fixed lava/cooling lava not animating correctly.
Fixed some actions not checking whether they're truly applicable on specific items, such as whether an item can be refueled. (Thanks Feral Grumpicorn!)
Fixed a strange "scan-line" like effect when stamina is very low, above zero, and UI effects are disabled.
Fixed movement-related bindings sometimes taking precedence over context menu ones. (Thanks Eudae!)
Fixed templates generating with wrong-facing doors and fence gates. (Thanks Veeyu!)
Fixed being able to click/interact/hover over invisible islands in the islands dialog. (Thanks httpsnet!)
Fixed not being able to use "x with y" actions in "any item of type" mode.
Fixed slither suckers persisting in containers and on the ground after throwing them. (Thanks httpsnet!)
Fixed the "mod not installed" error displaying the text "{name}@{version}" when failing to connect to a server.
Fixed movement in vehicles being blocked by creatures (fish) and doodads being under you. (Thanks httpsnet!)
Fixed thrown weapons costing two durability when hitting creatures/doodads. (Thanks Grub!)
Potentially fixed some issues that could cause broken drawn and tattered maps. (Thanks Crows!)
Fixed messages not being scrolled all the way down when first loading a save.
Fixed not getting visual feedback for the context menu option you chose when using its binding.
Fixed the Helmsman milestone not counting biomes correctly. (Thanks httpsnet!)
Fixed some "x with y" actions no longer being slottable if the item is not currently able to be "x"d.
Fixed pressing enter while in the actions drawer filter input making the actions drawer always close no matter what you try to do in it.
Fixed some incorrect liquid particle colors on swamp/fresh/freezing water.
Fixed "show more" binding not working in action menus.
Fixed some cases where actions could be unusable due to missing requirements without a message.
Fixed removed or modified modded quests sometimes appearing to be incomplete for players when in the "completed" category. (Thanks Gyuri (kustox)!)
Fixed quests dialog failing to display quests or displaying the wrong quests when modded quests have been changed or modified. (Thanks Gyuri (kustox)!)
Fixed future potential issues regarding duplicate/incorrect notes being granted via the Notekeeper milestone. (Thanks Matthew Cline!)
Fixed various issues for modded world layers
Fixed some issues with tile qualities.
Fixed some actions not being named properly for the "Operator" milestone. (Thanks 柯箴之!)
Fixed the "Trapper" milestone modifier not reducing skill gain rate. (Thanks Veeyu!)
Fixed the close button being able to be pushed off of the map dialog. (Thanks Gyuri (kustox)!)
Fixed incorrect item animation positions when attaching/detaching containers from solar stills.
Fixed the "disable all" mods button sometimes causing prompts to appear.
Fixed some mods incorrectly scrolling to the "other" section in options on enable. (Thanks 柯箴之!)
Fixed tooltip position shifting when toggling more information shown.
Fixed mod images not getting scaled using bilinear filtering.
Fixed pinned message borders being cut off.
Fixed website links in messages not working.
Technical
Miscellaneous multiplayer matchmaking server improvements.
Migrated Discord integration to the Discord GameSDK.
Upgraded to Electron 22.3.14
Modding
Prompts are now more easily moddable.
Reduced the chance of publishing the same mod separately multiple times.
Update #320 comes along with the Steam Summer Sale and the best discount of the year. Save 50% to step onto the bridge of your own Star Trader's vessel and ply the void, to serve the factions, seek your fortune or plot your own course. With this latest update, we've added 2 new rank 15 Talents for the esteemed medical jobs - Combat Medic and Doctor. We've also tuned up the rule set around anti-weapon ship boarding Talents, fixed some bugs with character cosmetics and some issues that could occur in 2 of the 5 branches of the Pit Fighter V storyline.
If you're enjoying the updates, be sure to tell a friend and leave a review!
What’s the latest on Cyber Knights?
Throughout the last year, we’ve been running Cyber Knights: Flashpoint’s private alpha test for Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. With a demo posted up for Steam Next Fest still freely available to play, development is continuing at a high pace and we are layering on polish as we marching to the launch pad to release to Steam Early Access, so make sure you’ve wishlisted (and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Rank 15 Medical Professions
Improved Anti-Weapon Boarding
We've improved the rules for boarding victory Talents that specifically target and disable enemy ship weapons. If these Talents are unable to target at least one weapon to destroy -- usually because the ship's weapons are already offline -- then they will refuse to active, won't go on cooldown and will not consume one of your 2 boarding talent slots.
Pit Fighter V Storyline Fix
Thanks to everyone reporting errant issues within the game's many storylines. With this Update, we've fixed a bug in one of the five possible branches you can hit in the Pit Fighter V storyline -- all depending on who hates you the most -- which could lead to early expiration of the rest of the missions. If it was Char's agents, then you might end up in a horrible unfair rush to reach the fourth and final round.
In a follow-up to last update's new character outfits, we've fixed some issues with hats and helmets not interacting with other choices correctly.
v3.3.47 - 7/2/2023
- New Rank 15 Doctor Talent: Medical Reset - New Rank 15 Combat Medic Talent: Flechette Rounds - Fixed issue with "Disarming Sabotage" and "Behind Enemy Lines" firing without functioning enemy weapons to target - Fixed issues with most recently added flight helmet and full helmet - Fixed bug in Pit Fighter V storyline if attacked by Char's agents, could expire too early
Fixed - Punches are still active after NPCs death Balancing - Death achievement changed to 1-10-25-50 (originaly 1-10-50-100) New feature - Rogue like changed with Hardcore difficulity (Roguelike mode is in development with randomized location) New Feature - Aiming with "lightning bolt" ability, you can hit enemies below and above you. Balancing - shield duration, mana regeneration Balancing - Stamina regeneration, sprint and roll takes less stamina
So I have done some balance work and tweaks based on feedback in the reviews. Mostly adressing early game cheese with some aoe weapons and nightmare difficulty boss hp.
This patch is not live in the main branch but exist in the patchtesting branch.
The main part is that I have nerfed and reworked how much damage dealt to a limb is propegated back to the main body of the monster. Hopefully this will mean that it is harder to cheese monsters, but also that it will result in more body parts being blown off and a bit more challenging early on.
On top of this I have removed the damage propagation on some aoe weapons that dealt low damage per attack but ended up being a bit too OP when you hit all of the different body parts at the same time. Though I did not nerf this on bosses and elite (big ones) because that would make the game too hard.
I have lowered the hp and damage scaling in the two other difficulties and balanced the final boss HP for those difficulties. I have also lowered the HP of flying beam monsters.
One big monster buff, is that I have increased the velocity and force of monster punches, this might break the monster in some cases if I have over done it. So please help me test it to find out if I need to dail it back. But I do think they are more fun to fight with these force values!
To test it out, join the patchtesting branch with this password "iwouldliketobeatester" in the properties -> beta section. Please give me feedback in this thread if you find broken things or if you simply like the update.
Made the character creation flow accessible to players who require screenreaders. Self-voicing will now describe the flow for each screen, as well as tell the player what traits they've hovered.
A couple of minor bug fixes for menu logic as well
Addition of cooldown when the assassin kills someone.
Addition of time to arm and disarm the electrical panels.
The assassin can now also activate the electrical panels, as it was previously an ability used by the innocents to uncover the assassin. This makes it more challenging to identify the assassin.
Expand & Exterminate: Terrytorial Disputes - Endless Base Defense - Terry
Gamers!
I'm excited to release the first batch of fixes and updates, just trying to keep polishing and fixing before adding new content. The feedback since release has been fantastic, I want to thank everyone that has put in time & effort to report bugs and give detail notes that I can work from. I've captured a list of the most common feedback I've been getting. I'm moving UI work way higher on the list, and I hope to start pushing out minor fixes, especially on the easier things to implement.
Happy Gaming, Terry
June 26 - July 2, 2023 - V1.90 Fixed:
Bunch of changes in stats for Structures, Turrets, and Enemies.
Prevent Structures from being sold multiple times
Fixed LOD errors on 2 vehicles
Possible fixes to prevent users who are experiencing issues with the camera constantly attempt to go to a corner of your screen.
Fixed multiple typos.
Fixed couple of config errors on power plant technology.
New LODs for later game enemy units and structures, working on improve that later game performance
Hi there, after more claims of being bitcoin miners from players who own low and medium end video cards, we come with this announcement that includes many other games as examples.
As you can see the GPU is at 99% at all times even on lowest settings, but nobody suspects them for being a miner. Our game is set on ultra by default. Also our game brings more than 80 fps, unlike the video of tarkov (on ultra).
R6 Siege, 1060 6gb, 99%: https://www.youtube.com/watch?v=4BM5BXM2KWE (unfair comparison, this game is not made in unity and it's made by a huge developer with in-house engine, still draws 99% of a medium end card)
Point is 1060 6gb is a medium end card and it running on 99% on new games doesn't make those games miners. It is just how it is, and it is not harmful for the gpu, as long as the temps are monitored and it cools well.
Expecting a new game to just not take your GPU power is a fantasy, especially a medium end card 10 generations behind.
Please do not compare performance in our game with GTA5 for example. Rockstar are optimization gods and we could never compete with that. The games presented above cannot compete with that neither, and some are made by AAA studios with millions in budget.
Moreover, please do not compare performance in our game with Valorant or CS:GO, those games don't have as much going on and they are not made in Unity. However, they do draw 60% + on a 1060 6GB. (edit: Counter Strike 2, 1060 6GB, 95%+ : https://www.youtube.com/watch?v=07DrmsmQ3-8 )
---------------------------------------------------- Later edit: some more examples, this time on newer video cards:
Have a great day and we hope you can now be reasonable after being presented with facts.
--------------------------------------------------------- Later later edit: On a completely unrelated note, since this announcement is highlighted and perhaps most of you will see it, we want to mention, because probably nobody knows about this, we have a Discord channel where we prove our transparency, showing the community our incomes and how we spend our bugdet. In case you wanted to give us extra credits and didn't have a reason to 🤣