Here's the changelog for the latest test build available right now on the test branch (check out the next chapter to try it).
DISCLAIMER: This update will reset your progress! But don't panic, the save files are now placed in a different location, so you can go back to the main branch and get back were you were.
New content/features
Feature unlock system
Game modes, weapons, grenades, shields are now unlocked by completing campaign missions
Character customization and weapon customization are now unlocked by completing challenge missions
Can't unlock features from 2 campaign missions of the same level in a single chapter (until the whole campaign is complete)
Weapon attachments are now unlocked by using the weapon in campaign missions (unlock order randomized)
Weapon specialist skills are now unlocked with XP
Campaign
Changed the initial team size from 8 to 4
Reworked the campaign with 5 chapters for each faction (instead of 3)
Completed campaign chapters can be restarted when the whole campaign has been completed to unlock more content
Grenades are not consumed anymore in campaign missions
Replaced the campaign mission report by the usual mission report
Changed the initial arsenal for each faction
Scoring
Unified the scoring of the different mission objectives
The score of the first try on each mission determines the credit rewards and the leaderboard rank
Increased the prices of pretty much everything to match the new credits reward system
Skills
Each character now has a predefined set of skills they can level up using credits
Players can manually choose each recruit amongst 3 candidates when creating a new profile or unlocking a new recruit in the campaign
Added new/reworked skills
Sandbox
Sandbox is now an option of profiles instead of a separated difficulty
Sandbox unlocks all weapons, attachments, grenades and shields
Improvements
Permadeath is now option of profiles instead of a separated difficulty
Reworked the main menu UI
Characters cannot shoot while running anymore
Reduced the size of the save files
Improved the paused plan error message by adding the paused agent's name
Updated translations
Fixes
Fixed civilians not getting spawned as expected in custom missions
Fixed hidden enemies not appearing when closing the game over report
Fixed the cover hit chances modifiers displayed in red instead of blue (bonus instead of malus)
Fixed the message displayed when launching the game outside of Steam
Fixed the wrong type of error displayed when having disk access issues
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
As some of you may have noticed, Beasts of Bermuda's Lorb Lurdu Campaign has been extended by ten days! This means the new end date for the campaign is August 16. The Lorb Campaign and the Seasonal Skin Event are connected, so you will also be able to earn the WaveRider Lurdu Skin until the Campaign's End Date.
But thats not all! If we can reach 400 Lorb Lurdu Sales Beasts of Bermuda will receive a higher royalty percentage per plushie sale (before and after 400!). If we can do this, we would like to put that extra money towards making navigation code for true swimming type AI, as well as to expand upon AI behaviour.
We would also like to add an Ichthyosaur: Malawania anachronus as a new AI Critter to liven up the oceans and rivers! This little guys is a marine reptile, suitable for rivers and oceans. So support us now and lets make our little marine reptile friend a reality! In addition to being a new critter, this little guy would get his own shrine for playability.
Heya bun-buns!! Hope you're enjoying the game! Quick news to announce we're part of the Cerebral Puzzle Showcase, go there if you want to get even more thinky~ :Hearthian_Wink:
I'll also be live on the Showcase to answer all of yall questions!! :monsterlove: Dates are: - August 4, 6pm CEST :needy_heart: - August 6, 5pm CEST :needy_heart:
Yes its true! We are a tiny and remote-first team. Over development our core team was 3 programmers, 1 artist, and 1 level designer. That's a lot of code! You might know me, Daniel, I am the most prolific writer and commenter so I write all our public messages.
We've also received a ton of help from all across the industry. We made sure everyone who worked on RAILGRADE even if only for a few days was credited. Thus all our translators, QA testers, UX testers, are credited. I appreciate that the TINY TEAM organizers did not hold our full crediting policy against us. Our full credits list over 200 people!
If you are online for the TINY TEAMS festival on Saturday 5th between 11am to 2pm British Summer TIme you might catch the festival streaming RAILGRADE! That will be so exciting. I'm in Tokyo time so that will be 19:00 Japan Time so I'll be checking it out for sure!
For this weeks update I've implemented a couple quality of life improvements as well as fixes to any reported issues.
Join via invite code
With this additional feature you can now invite players who aren't on your friends list to private or friends only sessions. The way this works is via generating an invite code which will be a unique 10 digit code that is only valid for that session. You can share this outside the game via any means you want, and then players will be able to enter that code on the join game menu to reach your session.
An example where this could be useful is perhaps if you were to have a clan or group you play with, but don't have every member you want to invite on your friends list. So rather than have an open session you can still create a private one but just share this code with whoever you want.
In terms of security the invite code is only created when you request it. The number itself is 10 digits and unique, plus only valid to that session. This means if you end the session and create a new one you'll need to generate a fresh code. You can press the invite code button again within the same session and it will display the code previously given to you.
Onscreen keyboard improvements
This is whats used by gamepads when creating a local player profile or naming your multiplayer session. What I've changed is build in support for more characters for localization in a future update, I've also made some of the buttons more pronounced and use more recognisable symbols so its easier to tell what does what.
Various other changes
Check the full notes below for all the changes made, if you are aware of any issues then please let me know so they may be hotfixed.
One thing I specifically fixed this update after it was reported earlier today was an issue with the shared input mode not working correctly. This has all been fixed and I've corrected a few other minor things while testing it.
Added ability to create an invite code you may share with other players as an additional method of joining. The point of this is so you can have a private or friends only session but allow someone not on your friends to join if given the code. Invite codes are only generated upon request and unique to that specific session.
Fixed an issue relating to shared input mode with hotseat mode. Other local shared input players were not getting loaded in correctly.
Fixed an issue where mouse and keyboard inputs were not loading seamlessly with other shared input players.
Environment
Added improvements to lighting in ES3.1 for winter theme in order to make more consistent with appearance as found in the full DX12/Vulkan render.
Interface
Fixed potential to open accessibility menu and a different menu at the same time with gamepad (if pressing multiple buttons).
Added improved onscreen keyboard for create player and server names.
Fixed the local player settings (via game menu) not allowing gamepad navigation to reach zoom out button for remapping due to an incorrect column span.
Fixed some text strings.
Discord Server
Be sure to check out the official discord server with channels for Golfing In Aether and my other various projects.