"+" added "-" removed "=" work in progress Modified: +/- Partially changed Lobbies + Added currently easy way to search by lobby name (You need to write the full name of the lobby).
= Sensitivity work is in progress = Work is in progress on day/night switching = Working on Spectator Mode. = Partial collision change at the very start of the game.
Thank you for providing feedback as it helps us greatly in our game development process. We desire to bring more exciting additions to gameplay and keep you satisfied.
We have reverted the map changes / player balance that went through before, we have also done a soft wipe on the leaderboard. We made the map too easy.
We attempted to rebalance the map and also tuned the player mantle detection making it far too easy to complete the game.
We have soft wiped the leaderboard of some of the quick scores from today, we wont do this again. Sorry for the inconvenience. But after much feedback and internal testing we've pulled back many of the changes.
Bug fixes
-Fixed an issue that caused space transition to break -Fixed an sound issue in space that caused breathing sound to duplicate -Reverted map changes from earlier today -Kept jump pad on city building to smooth out gameplay if you fell onto a roof
Sorry again, we will focus on big features now like deeper customization and we are experimenting with a player map creator but dont have further news to share yet.
Mayors, Dice Mayor has been updated to version 1.1! Version 1.1 adds the ability to choose a map. Each map has an unique land lot layout, which will bring new strategy to your term. Before term start, mayors can click the map button on top left of main screen to choose a map. If no map is chosen, map from previous term will be applied automatically.
Change Log:
Add the ability to choose a map
Add a new unlockable map: Tiny Isle
Fix the bug that some achievements do not trigger
Fix the bug that language for filter is not correct in City Archive
It's here finally! After heaps of work, I was able to pull off the new 2 Player Co-op for those who requested it! This update has changed the base game in some sections. multiplayer code has been changed to accommodate for the new 2 Player mode. I tested everything I could on my own so issues may arise that I was not able to find on my own.
Let's not keep you waiting!
Fixes -Doors and meshes now have the correct collisions. -Button code not working now will listen to the host and work. -Random code triggering music in cutscenes now will trigger correctly. -Random camera shake triggering in cutscenes now will not happen.
Changes -Ice caves have been changed to look visually better. -Main Menu has been updated to accommodate the Multiplayer Changes. -Control schemes have been updated in the UI. -Sounds have been adjusted to better fit cutscenes. -Master Override has been updated with brighter VFX.
Additions -2 Player Co-op now an option for Chapter 1. -New Archaeologist Class (For 2 Player Co-op) -New Navigator Class (For 2 Player Co-op) -Additional props and cave sounds have been added.
Ostranauts v0.12.1.5 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our recently released "Rate My Ship" update, which fixes issues with corrupted saves, loitering scavenger ships, NPC populations on stations, and more.
Saves from v0.12.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
Fixed a bug that could cause save games to be missing people or items on some ships.
Fixed a bug that caused NPCs to remain docked longer than they should, longer for each other scavenger ship out there.
Fixed a bug that caused all NPCs to gather over time on whichever OKLG stations player is not on.
Added code to make NPC ship colors darker if nobody is on board.
Fixed a bug that allowed AI to work on a task without tools if their hands were full and that tool existed somewhere on the map.
The biggest fix here addresses a source of possible save corruption. It was possible for the game to exit to the main menu before the save finished, clobbering some data for ships in the System. Typically, this would happen when using Save & Exit before Autosave or Save was used in a game, and would impact recently visited stations and ships.
This patch now correctly waits for save to finish before switching to the main menu.
We also found one cause of NPC scavenger ships remaining docked for too long. This turned out to be an issue with their AI timers being updated too infrequently. Now, NPCs should undock more often, and especially so if your save file had a lot of NPC ships.
We still haven't found the source of the bug that spawns too many NPC ships. However, to help us find the cause, you'll now notice some NPC ships are a darker amber color on the nav station map. These ships are missing a pilot, and hopefully that will help us figure out if the extra NPC ships are due to missing pilots, or something else.
Another bug fix involves the NPC transit system. Due to a missing cleanup step, any NPC that used transit to exit the currently loaded station would always immediately leave that station any time they reappeared.
This would often result in all NPCs gathering on the other two OKLG districts where the player wasn't. This fix should now balance that traffic better.
Finally, there was a bug that caused AIs with no inventory room to be able to perform work tasks without holding the required tool, as long as that tool was somewhere on the map. Those AIs will now correctly fail to start the task, and their logs will contain a reason why (for players examining crew).
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best, Daniel Fedor Founder, Blue Bottle Games, LLC
Any excess stagger level increases the duration, so a Medium Stagger on a minion lasts 1.5 seconds (instead of the normal .5 seconds)
Added Light Stagger to Barbarian basic attacks and Leap impact Added Medium Stagger to Barbarian Axe Throw and Rage Added Light Stagger to Ice Mage basic attacks and Ice Crater break Added Medium Stagger to Ice Mage Ice Front
Enemy elites and mini bosses have a small chance to spawn with a mutation, like:
Frenzied (orange): +25% movespeed, +50% attack/casting speed, -20% max health
Titanic (green): +35% size, +35% damage, +50% max health
Vampiric (red): -30% max health, hitting a player grants +5% max health regen for 5s
Added 2 new Act Modifiers:
Speed Mania (all enemies are 15% faster... even the boss)
Gold Drought (-50% gold, +25% essence)
Added 4 new shrines:
Shrine of Skeletons: Activate to fight a tough skeleton army (Guaranteed item if completed successfully)
Shrine of Mutation: Activate to fight an army of all mutated enemies (Guaranteed rune if completed successfully)
Shrine of Risk: Trade 1 chosen item or essence for 1 random item
Shrine of Divinity: Purchase 1 blessed item (+2 bonus levels) with essence
Added 7 new items:
Skillful Leggings: +30% Damage while above 70% health
Masochist Helmet: +40% Damage while below 40% health
Brawler's Fervor: +30% Damage to enemies near you
Ranger's Sight: +40% Damage to enemies far away from you
Shield of Light Scratches: +12% Armor when above 70% health
Shield of Broken Bones: +15% Armor when below 40% health
Tactful Strike: +20% Ability Damage
Added the Item Forge:
Players earn Item shards from defeating bosses
Item shards can be used to permanently upgrade items so they are more powerful when you find them in an expedition
Tutorial difficulty has 1 shrine per act, all other difficulties now have 2 per act Added a chance for two reapers to spawn at once when in a party, up to 100% chance with 4 players Increased Barbarian whirlwind base damage from 25 -> 30 Reduced base essence received from scrapping runes by 50% Added a Scrap All option to scrap all runes in the currently filtered list Added some tutorial messages on tutorial difficulty Added the Almanac to the main menu, which has lots of information on game mechanics and enemies Added a Display Monitor option in video settings Added a Cursor Size option in gameplay settings Added an option to reset ability colors to default Updated the player revival sfx Updated visuals for enemy health bars Updated vfx for rune, shard, and gold drops Increased shield decay rate by about 50% Increased rez finish sound volume by 30% Increased reaper ability sound volume by about 20% Moderately increased player turn speed Your time to be revived by a teammate lowers by 3s each time you are downed, so you have 20s to be revived, then 17, 14, etc. (caps at 2s) You no longer gain essence from teammates' kills when you are dead Individual kills and assists are now tracked. Assists require a minimum % damage to count (2p: 40%, 3p: 30%, 4p: 20%) Personal high scores are now tracked as well Reset demo account progress to implement new statistic tracking Bosses can no longer collide with players Player armor is now capped at 90% Fixed an issue where steam names didn't load correctly Fixed an issue the gold gain stat was displayed incorrectly on clients Fixed an issue where negative armor would display as 0% armor on HUD Fixed an issue where the axe throw would sometimes visibly travel too far on clients
I am thrilled to announce the latest update for our beloved game, available exclusively to our dedicated Closed Beta community! Your relentless feedback and support have been instrumental in shaping the future of our game, and I couldn't be more excited to unveil the improvements and additions I've made.
What's New in Update 1.6.0:
Two New Thrilling Levels: Prepare yourselves for fresh challenges! I've added two brand-new levels to put your skills to the ultimate test. Explore treacherous landscapes and conquer new obstacles that will push your gaming prowess to its limits!
Community Bug Fixes: I have been diligently combing through your bug reports. Say goodbye to those pesky issues you've encountered, as I've squashed them with the utmost precision. Your gameplay experience will now be smoother than ever before.
Wind Refill Power-Up: A new feature awaits you - the Wind Refill Power-Up! Harness the power of this ability to replenish your wind mid-air, enabling you to perform even more daring maneuvers. Use it wisely and conquer the skies like never before!
Balancing Bonanza: Your valuable feedback helped us identify areas for improvement in certain levels. I've revisited and fine-tuned the difficulty of these stages to provide a more balanced and enjoyable experience. Sharpen your skills and tackle those challenges head-on!
Performance Boost: I've worked tirelessly to optimize the game's performance. Now, you can expect:
smoother framerates
reduced loading times
and an overall enhanced gameplay experience
Immerse yourself fully in the breathtaking world I've crafted for you!
Please note that this update is exclusively available to our esteemed Closed Beta community. I value your dedication and commitment to helping me shape the game, and I can't wait to hear your thoughts on these exciting additions and improvements.
How to Access the Closed Beta:
If you're already a part of our Closed Beta, you'll automatically receive the update when launching the steam client. If you aren't part of the Closed Beta but wish to join and experience the new features firsthand, keep an eye out for announcements on how to participate, or send a direct e-mail to “contact.pink.sakura.studios@gmail.com”.
Once again, a heartfelt thank you to all our Closed Beta participants for making this possible. Your passion and enthusiasm continue to fuel our development efforts. Stay tuned for more thrilling updates and surprises as I journey together towards the full release!
See you in the skies!
The Pink Sakura Studios Team (or more like one person, lmao)