Hello again, Settlers! Nothing super outstanding with this patch (as to be expected with the lettered updates), just refining the all-around experience some more.
ADVENTURERS:
Made the "no pet" icon look less like a real pet.
Fixed Echoes not being able to visit. (they'll still start at level 0 but will get a level after visiting.)
Fixed an issue with picking pets for your avatar; they will now properly swap out.
Adventurers now poof when they despawn on-screen. It's funnier than fixing it.
Added an extra failsafe to prevent a crash when adding a friend.
NPCs will now try to move out of the way of each other when spawning.
PROGRESSION:
During the tutorial, the "open main menu" arrow will flash during more steps.
During the tutorial, Rose attempts to stay on screen more adamantly. (even teleporting just offscreen like you do!)
A certain HUD element during the ending sequence will now fade out if you have a card open.
Fixed a minor issue with text advancing during the credits sequence.
Added some overrides to make sure the ending starts almost immediately after fulfilling its conditions.
Fixed the ending statistics subtracting from the moon count.
Fixed stored outfits not being saved between runs.
ALSO:
A certain decor in the twilight event now fades in images more reliably.
This is the first update in a while! We have seen several cases of save data corruption due to errors when auto-saving in dungeons, so we have implemented countermeasures.
[Countermeasures against save failures and save data corruption]
Auto-save timing in dungeons has been slightly shifted. (Previously, saving was performed at the same time as dungeon terrain generation, which was considered overloading.)
Automatic backup file generation for saved data has been implemented.
Implemented automatic restoration from backup files in the event of save data corruption. (When there is no backup file, the corrupted file is deleted.)
[Fixes]
Fixed various anomalies associated with game engine updates.
Today's update changes the sheep's behaviour in a couple of ways.
1. When a sheep is close to another sheep but there's a fence or pen between them they will no longer influence each other. You'll notice this mostly when you're trying to herd sheep around the pen and you have some in the pen and some outside, before today's update the sheep in the pen would move around a lot because of the influence from those outside the pen.
2. Sheep will now turn away from pens and fences, in the same way they do with walls. This makes it easier to get the sheep through gates and also means fewer sheep getting stuck in corners.
Colours in dark mode have been changed to feel more like night
You can now drift boost at 0.2s again, with increased boost duration for any duration after 0.2s
Quacksville has become an island, free from the rocky cliffs
There are now quacks on the countdown
The position counter in races has been made more stable and reliable
There are now multiple restaurants and garages throughout Quacksville
Keyboard controls have been made more responsive
All time trial achievements have been changed to their original values (due to drift changes)
Trees have been made bigger
Duck Circuit - 35s
Lake Loop - 40s
Quack Crossing - 45s
Wing Circuit - 54s
Blackbill Ship - 95s
Bill Beach - 90s
Expect a new video for the Time Trial achievements soon. Sorry for all the drift changes, it has been difficult finding a good balance that the community enjoys. Remember you can use the discord server or the steam community hub if you have any suggestions, feedback or bug reports.
Since Quest link has been introduced there was one thing that was a bit problematic. It was impossible to read “play area”. It was incorrect, too big, rotated, reaching outside the actual boundary. I reported it only to learn that there were other developers before me who also reported the issue but it has not been fixed.
When providing details for the bug and possible solution I found out that Oculus API is reading the boundary points correctly. The only problem was that the play area instead of being the biggest rectangle that fits INTO the boundary was just a rectangle that contained the boundary (with orientation just “as it is”). The same results I got for SteamVR.
For OpenXR it was also additionally offset but it seems that it was only because OpenXR by default has a centre in point 0,0,0 while Oculus API allows for offset centre.
I had everything I needed to try to implement an algorithm that would find the best rectangle that fits into the boundary. I heard that it is not a trivial task. I heard that it might be even impossible. And I was actually surprised to hear that as at least for the most common cases (more or less convex boundary) it seemed quite easy to do. For a few weeks, I had this task back in my head, coming up with better ways to find such a rectangle. And after 3 hours I had a working algorithm that successfully passed initial tests.
My approach is quite straightforward.
Reduce the number of points in the boundary – just remove all points that are closer than 5cm to the last added point.
Calculate the centre from the average of points – this should give a good enough central point that hopefully lies inside. For odd and twisted boundaries this is where the algorithm may fail.
Do the following points for angles -45 to 45 (no need to check more as all other angles are either the same or rotated by 90 degrees) I chose 5 degreeS interval
move boundary points into local coordinates
check intersections along x-axis
divide that into 5cm segments
for each segment check how far it can go in both directions along y-axis – this is an important step – it caches rectangles so there’s no need to do a bit more expensive segment intersections, note that the upper end is above 0 and the lower end is below 0
for all possible rectangles along x-axis (two loops: left-x goes for all rectangles, right-x goes from right-most to left-x) find the rectangle that fits into chosen rectangles prepared in the step above (min for upper ends, max for lower ends) and check if that rectangle is the best match so far
Initially the “best match” was based purely on size but I modified it a bit to prefer rectangles that have a bit smaller difference between sides. Might still change that, though.
It works fast enough (at least when I tried for a maximum of 4×3 spaces).
There’s no need to try all possible rectangles. There could be some further optimisations. There should be a way to make sure that the “centre” is within the boundary. But for 3 hours of work, I’m quite happy with the results.
And most important, it should make it much easier for people to play the game as currently when starting the game, the play area was incorrectly read, it was too small, too big, offset or just completely wrong.
Today, we’re diving into the captivating world of terraforming in Aquascape Simulator. This remarkable feature empowers you to shape and mold the very landscape of your underwater masterpiece. You can adjust the radius of the area affected by terraforming effect, as well as select several terrain setting features such as Raise, Lower, Flatten, and Smoothen.
Raise : Ascend to New Heights
The Raise feature is your gateway to elevating specific areas within your aquascape. Picture sculpting gentle hillocks or majestic underwater mountains. With Raise, you're the master of altitude, effortlessly conjuring the desired heights for your aquatic terrain.
Lower : Delve into the Depths
Imagine crafting serene valleys, tranquil lakes, or meandering rivers within your aquascape. The Lower feature empowers you to gracefully lower the terrain, creating mesmerizing water features and intricate topographical variations.
Flatten : For Harmonious Horizon
Flatten takes center stage when you seek a balanced canvas for your aquascape masterpiece. Say goodbye to lumps and bumps as you wield the transformative Flatten tool. Smooth out uneven ground, ensuring a broad expanse of beauty for your aquatic realm.
Smoothen : A Brush with Elegance
The Smoothen feature brings a touch of finesse to your aquascape, erasing any traces of rough edges or jagged lines. As you utilize Smoothen, those artistic ripples left behind by Raise and Lower gracefully dissolve, culminating in a natural and lifelike aesthetic for your underwater haven.
By utilizing the terraforming feature, you can set the affected area's radius, enabling you to decide which areas will be altered and which ones will remain unchanged. This provides you with the flexibility to modify only specific areas while leaving the rest untouched.
If these insights have ignited your curiosity, don't hesitate to engage with us. Drop a comment or join the lively discourse on our discussion forum – your thoughts and queries are most welcome!
And remember, the path to aquatic artistry begins with a simple click. Wishlist Aquascape Simulator today, and embark on a journey to witness the evolution of your underwater opus. Stay tuned for the latest updates and news, and until next time, may your waves be tranquil and your creativity boundless.
Spread the word on our Steam page, website, and social media. Use eye-catching banners and posts to create excitement. Engage with gaming communities and forums for wider reach.
2. Submission Process:
Submit artwork via the community artwork page of AI.Cybercraft on Steam. Include artwork, titles, descriptions, and contact details.
3. Judging Criteria:
Evaluate based on creativity, originality, adherence to theme, and technical skill. The judging panel includes developers, artists, and community members.
4. Prizes and Recognition:
Two winners will be credited in AI.Cybercraft's game credits. Top designs may be integrated into the game as battleships.
5. Announcement and Feedback:
Winners are announced on [10.09.2023] through our channels. Constructive feedback is provided to encourage growth. Goodluck!
Share feedback for event improvement. Stay tuned for future contests! Join the AI.Cybercraft Battleship Artwork Design Contest and bring nature and mechanism to life in futuristic battleships. Create, inspire, and leave your artistic legacy in AI.Cybercraft's universe!