Hello again, Survivors! We’re back once again with another [Dev Note]. The rework of Willam and Edwin, introduced last time, brought significant changes to combat. However, in REMORE: INFESTED KINGDOM, the Weapon you carry can sway the battle even more than a Character’s abilities!
Today, we’ll take a look at the overhaul of the Blacksmith Jorgn’s [Modify Weapon] feature, which will bring significant changes in the way a weapon is used.
In the Steam Next Fest version, Jorgn’s “Modify Weapon” introduced a variety of “modification options” that increased weapon durability, damage, critical hit rate, and more. Players could choose predetermined options based on the type of weapon when applying modifications. Once all the modifications were complete, the weapon could be upgraded to a higher tier.
The existing weapon modification system, following a set modification path, was easy to understand and gave the satisfaction of obtaining higher-grade weapons, going well with our development goal by driving a player to gather the required materials.
However, we were disappointed that despite the changing modification order, weapons of the same type ended up having the same abilities. We realized that allowing customization according to players' preferences and desired strategies, even with the same weapon type, would better suit the concept of “modification” and make the game more enjoyable.
So, we decided to create a new [Modify Weapon] system where players can choose the modifications they want from various options provided for each weapon.
In this new system, every weapon has two modification slots, and each slot allows the player to choose one of four options.
These options not only include simple improvements to Stats such as damage and durability but can also completely alter the way a weapon is used.
For example, for a one-handed weapon like the “Hammer,” which might not have high base damage but can inflict an “Injury” effect to reduce an enemy's attack power, the following choices are provided:
[Reshaping]: Instead of removing the “Injury” effect, it significantly increases critical hit rate.
[Polished Hammer Surface]: Instead of reducing durability, adds +1 to the “Crippling” effect on attacks.
[Reinforced Hilt]: Increase weapon’s maximum durability.
[Spliced Cracks]: Increase weapon’s maximum damage.
By choosing both [Polished Hammer Surface] and [Reinforced Hilt], you can maximize the original characteristic of “Crippling” while eliminating the penalties. Alternatively, selecting [Reshaping] and [Spliced Cracks] allows you to change the weapon's characteristics by increasing the potential damage. Additionally, the option to simply increase the durability and maximum damage remains a valid choice for those who prefer a more balanced approach.
In addition to these examples, various modifications will be added to diversify tactical choice. For Two-handed weapons, you can use [Lightening] that reduces WP consumption from 2 to 1 instead of reducing the base damage. There are many other options that can be used to great effect. For example, those that specialize in maximum damage while sacrificing other attributes work well with Diurmuid's [Finishing Blow] ability (instant execution if the weapon's maximum damage exceeds the enemy's current health).
Moreover, after selecting the first option in each modification slot, players can further reinforce each option up to five levels. For instance, if they choose an option that increases maximum damage, they can continue to increase both the minimum and maximum damage levels, steadily raising the weapon's DPS, or they can accept other penalties to maximize the maximum damage, providing additional choice and flexibility.
With the rework of weapon modification, the method of increasing a weapon's tier has also been changed. As the set path in weapon modification is now gone, the process of increasing a weapon's tier, known as “Refine Weapon” has been made independent of the progression of weapon modification.
When a weapon's tier increases through refinement, it gains one additional weapon skill. So, by selecting enhancement options that take into account both the chosen character's abilities and the additional weapon skill, players can maximize their efficiency and unleash the weapon's full potential.
In the Next Fest version, we know it was hard to appreciate the value of Jorgn’s “Modify Weapon” due to the limited number of stages. We hope today’s Dev Note gives you a look forward at how you can create your own build using “Modify Weapon” and the possibilities it offers.
We look forward to the next time when we’ll continue our journey together!
So this is way past due but I am very happy to finally announce a big update for Automation. Most of the work has been under the hood, but you will notice a few differences:
Unlimited Contacts No longer are you limited to 1 Normally Open and 1 Normally Closed. Drag as many as you need! As a short-cut hold down the control button with your mouse over a contact on the ladder to quickly make a copy.
Know What You're Programming A new splash screen has been created for when a level loads. This has a Machine Design button to take you to the different elements that make up the machine. A second button will take you to the Level Complete goals (note that some of the levels are still missing the level complete, but at least you will know what to expect.)
Manually Deleting Boxes There is now a new option in the Level Menu (the Gears icon in top/right) that lets you manually delete "product" that may have gotten stuck. By "product" I mean like a box that is jammed or you want to remove. You can hold down Shift to remove multiple boxes. Note that this is not a proper machine reset to get everything back in it's original position - I know this will be helpful for programming so you don't have to keep re-loading the level but it is not quite ready. There is a fancy new mouse icon that shows fire when you delete a box tho.
Bug Fixes There have been a lot of improvements to stability, the work will never stop but I am really really really happy at where it has gotten to. I am still noticing some flakey-ness with the One Shot turning on a Timer, but I think it has improved from where it was. A major memory error has also been corrected which I'd like to thank the gurus over at The Game Creators forum for helping get to the bottom of.
Other stuff Program Installation Location - this is going to change to accommodate users that have installed Automation - The Car Company Tycoon Game which uses the same install path. This has not yet happened and I will make an announcement when it does. As a heads up if you happen to re-install in the future the saved game location will have changed because of this. Also in Other Stuff - you can now press Control + Enter as a shortcut for the Code / Run switch.
Oh and one more thing - a new level where you sort boxes by colour and fill out order requests. Random Number generators can be a pain so feel free to hold down R for Red, G for Green, or B for Blue if you are running low on a colour.
- Fixed item reference bug. (should fix item pickup bug in multiplayer and left click bug in Hardcore Mode) - Fixed bug where client player would get stuck in shop menu/ storage menu when going into raid. - Added additional check to prevent player losing data upon crash.
Completely reworked the thrust systems. They are now working the way I always wish they did LOL High and low FPS still needs more testing. 60fps is the sweet spot for now.
Buoyancy truly considers the volume of the boat, how deep it is etc.
Water solution is brand new and very accurate. Next is working on the visual side of it.
KNOW ISSUES: Currently the boost buoys do nothing right now. At this point any boat will perform as if it had full boost. Will be updated next patch.
Foliage is more performant on all maps.
Fluid dynamics are working (the way they should) and are no longer bound by height. Next is making it look better and look into adding water spray visuals.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Added main menu character for the Summer event
Fixed pd_watergate capture zone not working properly
Fixed geometry collision issue with the Wildflower Meadows Unusual effect
Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
Fixed the Strange Filter prefix for pd_selbyen
Fixed broken materials for the second style of the Cranium Cover
Updated koth_sharkbay
Fixed the flying boat
Removed collision from seagulls
Updated Map Stamp icons
Updated cp_hardwood_final
Fixed a crash affecting a small number of players
Minor clipping adjustments throughout the map
Minor lighting issues fixed throughout the map
Adjusted areaportalwindow fade brush textures
Adjusted collisions for some props
Updated cp_steel
More blockbullet /clipbrush swaps where needed
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
Fixed more small unnecessary prop collision/clip removals
Fixed blatant texture misalignment
Addressed perch spot outside Red spawn on wood beam
Closed some accidental holes in geometry
Additional fixes to a sticky/shooting exploit through and under Red's E platform area
Increased pit damage to kill some certain class loadouts in a single trigger
Moved Blu spawns forward a little to previous distance
Extended projectile blocker brush along the top side of the Blu spawn building's roof
Fixed Sniper sightline into Red's first spawn points from E
Updated koth_rotunda
Aligned various textures and fixed cubemap issue
Improved clipping
Improved lighting and reduced visual noise on some textures
Raised gate to flank route for ease of access
Aligned some props
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
Added missing collision to some props
Sealed the map more
Updated cp_sulfur
Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
Fixed a case where Blu could contest their own win
Fixed a case where you could build a teleporter under a platform and become trapped
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
Altered Red spawn positons to spread them out when defending main point
Lowered Red's initial time to defend slightly
Convinced the boiling water to properly scald people that are submerged below the surface
Gravity density in the potplants has been correctly calibrated
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
B can no longer be capped from the outside of the building
Area under Point A can no longer be accessed
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
Updated pd_selbyen
Fixed exploit that would let you build in spawn
Seal will now select a random skin every time it teleports to the break room (3 possible skins)
Adjusted oob seal animation timings
Fixed seal swimming animation
Added missing resupply cabinet on the Blu side
Added some missing clipping that would let players build in undesirable places
Added low-altitude detection limit for FangSong radar (used by S-75 surface-to-air missile) and MPQ-43 radar (used by MIM-14 surface-to-air missile), when the target is lower than 1000 meters, these two radars will not be able to detect the target
Fixed some sound effect bugs that may be caused when using the camera switching function
Added a more specific description of RCS and radar detection performance in the tutorial (specific mathematical formulas)
Modified the abbreviations of AAM-3, AAM-4, AAM-5 and ASM-2 missiles in the simplified Chinese and traditional Chinese clients, and changed them to Type 90 air-to-air missile, Type 99 air-to-air missile, Type 04 air-to-air missile and Type 93 anti-ship missile
Players who have the DLC "Lord of Sky" can now use the DLC aircrafts in the campaign mode: The 5th level of the US campaign, the optional aircrafts added F-20 The 6th level of the US campaign, the optional aircrafts added FA-18A The 8th level of the US campaign, the optional aircrafts added F-22A The 7th level of the Chinese campaign, the optional aircrafts added J-8F, JF-17 The 8th level of the Chinese campaign, the optional aircrafts added FC-31 The 4th level of the Soviet-Russian campaign, the optional aircrafts added Su-15 The 7th level of the Soviet-Russian campaign, the optional aircrafts added Su-37 The 8th level of the Soviet-Russian campaign, the optional aircrafts added Su-75 The 5th level of the European campaign, the optional aircrafts added F-104S ASA-M The 7th level of the European campaign, the optional aircrafts added JA37D