Hello everyone, I hope you're doing great and enjoying the new content in the Blue Hour DLC. If you haven't installed it, please check it out, it's free after all.
I'm publishing a minor update, v1.3.1, which fixes some historically problematic things and, sadly, removes a feature. But it's for a good reason.
Feature removal: MP3 support. I'm not sure how many players use this feature, but Slipstream allows you to add your own music files to the game. If you put a music file in '[user config dir]/ansdorGames/Slipstream/music', it will be playable during gameplay and treated like any other song in the soundtrack. Up until now, the game has supported three formats: ogg, wav and mp3. When I rewrote the game in version 1.2, I switched the underlying game library from libGDX to FNA, and FNA does not have native support for MP3. For the whole v1.2 cycle and v1.3.0, I used SDL2_mixer as an alternative, but this created new problems, mostly on macOS. Supporting the macOS version is extremely hard for me because I don't have a Mac computer and the OS isn't trivially virtualized like Windows and Linux.
In this new version, I removed the dependency on SDL2_mixer, so now the game only requires FNA and should run exactly the same on every PC platform. But, sadly, MP3 support had to go. The game still supports user-provided music, but only in the OGG format. If you use this feature a lot, I suggest you to convert your Slipstream playlist to the OGG format, it's a free format with many conversion tools available for every system. If FNA adds support for MP3 in the future (maybe I'll add it myself, if I have the time), I'll bring back support. But for now, it's goodbye to MP3. This should fix the recent audio problems on macOS. If you still have problems, send me an email.
Audio Improvements, Engine Sounds The whole audio system has been refactored, and this brings back a feature that was lost in the v1.2 update: The engine pitch shift. Now the car engine sound is slightly more realistic and a lot more pleasant to the ear.
Leaderboard Improvements The leaderboard system was one of the last things I implemented in Slipstream v1.2, when I was already tired of the whole rewrite and far beyond what should be my deadline. It's always been buggy and weird. Now I took the time to rewrite it properly and it should work better in general. One tangible improvement is that it doesn't show "Leaderboard Empty" when you don't have a entry on the Leaderboard.
Also, two tracks from the Blue Hour DLC, Transylvania and Pompeii, had a bug that prevented them from being added to the Leaderboards system. That is also fixed, and the Blue Hour Cup now has its own Leaderboard too.
UI Change: Navigation Arrow The in-game radar now displays an arrow, like a compass, indicating the direction of the next curve. This should improve QoL on low-visibility tracks like Mystic Cave and Pompeii. The arrow becomes red when the next curve is to the right, and green when the next curve is to the left. This should allow players to predict the next curve without having to take their eyes off the road, just seeing red/green in the corner of the eye should be enough to feel where the next curve goes.
And that's all for this update. Thanks for playing!
First of all, this is the last day you can save 20% on Voor de Kroon during the steam summer sale!
This update contains a complete overhaul of the campaign diplomacy and interaction with other factions. The decree screen and throneroom are completely removed and you will stay on the campaign map after every turn.
Diplomacy is now based on bargaining resources and success percentages. There is also a persistant stat that keeps track of positive interactions that will help in the bargaining process.
You can now also send envoys to a friendly faction and peacefully annexate them when you have stationed enough envoys. On the other side you can send spies to hostile factions, when caught the enemy faction will turn permanently hostile preventing you from doing any diplomatic deals with them. When you have succesfully infiltrated you can attempt to assasinate the enemy lord. Each spy increases the chance of a succesful assassination.
If the assasination attempt fails all factions will cut off diplomatic relations with you. So it's a high risk, high reward manoeuvre.
There are also a variety of fixes and improvements and I hope you will enjoy the new update.
Thank you for all the support!
Kevin
Full Changelog:
Show dialog when campaign savegame is incompatible with new game version
Change campaign faction difficulty text to starting conditions
Fix some game variable declaration values related errors
Write new system for save incompatibility
Allow player to select location for quick battles
Fix defensive formations sometimes falling through floor during siege battles
Add peacefull annexation mechanic
Add assassinate mechanic
Fix bug causing completed buildings to sometimes not show up
Add university building, needed to send spies and envoys
Add send spies mechanic
Add send envoy mechanic
Diplomacy bias normalizes by 1 point every turn
Add diplomacy bias factor, this bias decreases with failed diplomacy attempts, annexation, razing and declaring war prematurely on a faction. When this bias is too high an enemy faction can permanently break off relations.
You can ask an ally to give you resources
Improve some game event sounds
Fix AI garrison management
Add cheat codes activated by inputting specific custom lord names and playing as them
Tweak West Frisia map
Tweak veluwe area map
Make directional combat on foot smoother
Remove heraldry from swords and sword scabbards
Fix custom faction editor color mode shading
Fix campaign map color mode shading
Some small Battle AI balance fixes
Replace weapon names with english variants
Add arming sword and 1.5 hand seperately to custom faction editors
Add campaign difficulty option, this affect public order, diplomacy chances and player income
Player can only possess ranged units
Sound war horn on siege charge when in cinematic mode
Fix mounted sword animations rotating the spine too much
Fix player controlled icon not showing in battle dialog
Tweak cinematic color mode look to be more desaturated and foggy
Correctly switch commander portrait when cycling attack from settlement
Implement new diplomacy screen
Implement barter based diplomacy
Completely remove decree system
Start main campaign with 6 wood
Player can always attack fortified settlements, even when no engineers guild is built
Ladders for sieges can now always be built but will cost double if you don't have an engineers guild
Show faction overview in diplomacy screen
Improve campaign UI Animation smoothness
Move game events widget to campaign map controller
Stay on campaign map on turn end
Add falling leaves during autumn in campaign
Also hide archery UI when gameplay UI is toggled off
The game now has partial controller support, which means the basic movement input has been implemented into the game (mouse is still required for some things like changing settings, closing the game etc.)
More control while sprinting
The game now haves more solid and reliable control while sprinting, plus some cool animation. Also the walking speed is a little faster.
The stamina bar is updated and more accurate.
Adjustable Field of View
The field of view (FOV) of the game can now be adjusted to a wishable value by the user.
Fixed some small bugs
Resolved some issues like when the player has ran out of time just before reaching the end goal and still completing the level. Also in some levels even after reaching the goal and finishing the level the player still fails if he drops too far after the goal, that is no longer an issue.
The tubes and lasers in the time trial "All In One" are lower than before and easier to jump.
Hey everyone! As the release of Ikkarus is approaching we're putting the final touches and making several refinements for the official launch. Therefore, we'd like to offer game keys to the first five players who join our Discord channel to help us playtest the game! Who's in? DISCORD LINK
Fixed Timer doesn't show Fixed Autoplay mode happens on at the wrong time Fixed Autoplay spending your money Fixed Multiple jade spot icons on the map bug
Sol Fusion, a megacorporation known for nuclear power and opulent enclosed cities.
Formed from a merger of aging oil export corporate kingdoms, Sol Fusion ascended to megacorp status through the construction of sealed cityscapes to survive the new world climate. Between widescale adoption of nuclear power and their technologically advanced and climate-controlled urban planning, Sol Fusion saved many lives across Africa and Eurasia in the mid-21st century.
At least, that's what their PR department keeps telling us...
Climb The Lasers
Much like Oshiro Orbital, the Sol Fusion tower is an endgame dungeon with servers spanning levels 35 to 49. Hack servers to power laser platforms as you climb. But each additional platform fills the room with more and more lasers. Choose your hacks wisely.
Just watch out for the giant laser well that bridges each floor. It can be a shortcut if used correctly or it could end your run.