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• Players who leave active games while alive will now have a progressively stacking timeout before they can join the next game. • Playing games or allowing time to pass outside the game slowly decays the penalty times.
New Language Support • We have added support for Russian, Spanish, Portuguese, Japanese, German, French, Polish, Turkish, and Korean languages. • You can change your language on the login page (bottom right drop-up selection). • All of our translations are works in progress and would love feedback on them. If you wish to give feedback on the translation, or assist us in getting it perfect, contact a moderator on the Town of Salem 2 Discord.
New Experimental Feature - Reconnect System
• This is an experimental feature. There may be visual bugs relating to reconnect that should resolve as you change phases. • If a player is disconnected during a game due to a blip in wireless connection, for instance, they will be able to try to reconnect. • Players have around 30s to reconnect. If they reconnect within this window, and before the end of the next night, they will not die due to disconnect.
Improvements
• Increased size of chat/chat log. • Animations have been added to the new chat to match old chat. • Removed Four Horsemen Game Mode • Jailor will no longer lose jails when attempting to execute a town that is saved by an admirer • Crusader, Potion Master and Admirer will now know when their target is attacked by a trap • Monarch will no longer knight a Doomsayer or Pirate that has won and is about to leave the town. • Plaguebearer is not considered an attacking role to trickster anymore • Trapper will now dismantle and rebuild their trap on the same night • Dead chat now has a black background to increase the contrast between the grey text and its background. • You can now close the Chat Log during Who Died and How announcement. • The Chat Filter is no longer blocked during Who Died and How announcements.
Bug Fixes
• Fixed a Werewolf bug in which selecting and deselecting a target would prevent rampaging at home and scent tracking that night. • Fixed bug where an Amnesiac that was knighted and remembered a role would lose the extra vote on judgements • Fixed outline/drop shadows on dynamic Chinese fonts.
• Players who leave active games while alive will now have a progressively stacking timeout before they can join the next game. • Playing games or allowing time to pass outside the game slowly decays the penalty times.
New Language Support
• We have added support for Russian, Spanish, Portuguese, Japanese, German, French, Polish, Turkish, and Korean languages. • You can change your language on the login page (bottom right drop-up selection). • All of our translations are works in progress and would love feedback on them. If you wish to give feedback on the translation, or assist us in getting it perfect, contact a moderator on the Town of Salem 2 Discord.
New Experimental Feature - Reconnect System
• This is an experimental feature. There may be visual bugs relating to reconnect that should resolve as you change phases. • If a player is disconnected during a game due to a blip in wireless connection, for instance, they will be able to try to reconnect. • Players have around 30s to reconnect. If they reconnect within this window, and before the end of the next night, they will not die due to disconnect.
Improvements
• Increased size of chat/chat log. • Animations have been added to the new chat to match old chat. • Removed Four Horsemen Game Mode • Jailor will no longer lose jails when attempting to execute a town that is saved by an admirer • Crusader, PotionMaster and Admirer will now know when their target is attacked by a trap • Monarch will no longer knight a Doomsayer or Pirate that has won and is about to leave the town. • Plaguebearer is not considered an attacking role to trickster anymore • Trapper will now dismantle and rebuild their trap on the same night • Dead chat now has a black background to increase the contrast between the grey text and its background. • You can now close the Chat Log during Who Died and How announcement. • The Chat Filter is no longer blocked during Who Died and How announcements.
Bug Fixes
• Fixed a Werewolf bug in which selecting and deselecting a target would prevent rampaging at home and scent tracking that night. • Fixed bug where an Amnesiac that was knighted and remembered a role would lose the extra vote on judgements • Fixed outline/dropshadows on dynamic Chinese fonts.
Rail grinding New dodge Reworked Heavy attacks New character Marnie Maryweather The death of "REDACTED" The return and redesign of the Metroborg 3 new Antagonists, The Divination Trio (Mesmerist, Pillager, Sterling) Play as Spryward's sidekick Slushy! New Young Ravager Rescue Event New Enemy Faction the Reptoids
Scenes :
Wanted : New Cutscene The North : New Level Guilty by Association : New Cutscene VS. Divination Trio : Boss Fight Credell Sewers : New Level + Play as Slushy! Who is Marnie Maryweather? : New Cutscene Lake Stevens : Biggest level yet! With over 500+ enemies! Into The Media-Verse : New Cutscene Witness the death of "REDACTED"!
What's Coming Next : Issue 0 : New Suit : Untarnished Classic Suit Definitive Spryward Origin Issue Tie-in bits for Issue 5
Issue 5 : New Suit : Medieval Spryward of the round table Origin of Mr. Media Fallout from the death of "REDACTED" from Issue 4
Note From Dev : Thank you all for the patience with this issue! Had some family matters, and personal health issues that got in the way of completing this sooner. Haven't given up on Spryward, just had to adjust my work schedules for a lot of stuff. I'm prepping to move across the country this October, so there will be a slight delay in Spryward Issue 0 and Issue 5, but rest assured I hope to finish one of those issues before the years is up! Working on drawing 2 new playable suits for those issues.
As a little bonus here's my Issue 5 character sheet for Deshaun!
Cell to Singularity - Evolution Never Ends - lunch
Hello Universe Architects!
Beyond Episode 19 is coming soon! While the Beyond preps for launch, we have a set of changes and bug fixes in this latest update. You may have already caught a sneak peek if you've been following our dev diary.
Dawn of Civilization
The Civilization garden has gone through a major overhaul as the Dawn of Civilization is upon us. This is the first stage as we set up a series of upcoming updates to celebrate the first six Ages of Civilization. The garden is bare but the first six generators are still available to unlock and have been updated! For those that have already unlocked the generators, they are still available in your garden. More will come as we delve deeper into the history of each era in the coming weeks.
RP Leaderboard
Goodbye, high scores! The leaderboard is now a global, tiered system based on personal progress, achievements and badges collected.
How is all of this calculated? Your progress is tracked in Research Points (RP), which is the new overall XP. More details are provided in the dev diary.
Climb up the progress ladder to earn new titles. Each title has a max of ten levels per tier!
Keep in mind, all leaderboard content, RP calculations, and tuning are still under development as we continue to iterate on production tuning. Title art and names will also be subject to change in future updates. We need more live production data to keep polishing the leaderboard. We appreciate your feedback throughout this process.
4th Tuning with Metabit Production
In this round, we're back to focusing on Metabit production. We wanted the Mesozoic Valley, Beyond and the Explore badges to contribute to Metabit production. With these re-tuning changes, Metabit production should more fairly reflect your progress across all in-game content.
We’ve added 9 new Metabit upgrades— 3 each for Mesozoic Valley, Beyond, and Explore Badges. These will boost the Metabit production for the Main Simulation.
Each upgrade is available after unlocking its respective content for the first time, and the next upgrade will be available after unlocking the former.
New highlighted views are included to view their effects from the total production view in the Reality Engine. Please see the dev diary for more details.
The Metabit cost has also been lowered and increased production boost for Ape and Mammal research nodes.
In addition, the following features are new in this version:
In the Beyond, Trait Cards now appear in tabs and with better sorting to be more accessible
Constellations in the Beyond got some polish
Fixed: locked generators could be focused in the Garden
Fixed: translations for some strings were missing or wrong for some languages in Beyond Episode 18
Fixed: mouse scroll wheel moves very slowly on some menus
Version 19.33 will be available to all players in Steam today and mobile on 08/21/23. Join us on Twitch on Friday 08/18, 1pm EDT where we showcase more of the updated Civ Garden and answer questions about the leaderboard and tuning updates. We hope everyone is excited with these new updates! We look forward to your reactions.
We have some important news to share with you. This upcoming Friday, August the 18th, we will host a livestream of WRATH gameplay - you can watch this on 3D Realm’s twitch channel, twitch.tv/3DRealms, at 2 PM ET / 20 CEST - again, that’s this Friday, August 18. We hope you will join us as we feature some of the new upcoming content.
Today will also be the last concurrent biweekly update. As we move towards the end of development, there comes a time where there is not too much to visually share as we are fixing bugs, optimizing the performance, and adding other polishes. We’re dedicating all of our attention to wrapping up the game.
Over the last two weeks we have been finalizing lighting and texturing on most of the maps. Today we’ll share a detailed room of E3M4, The Crucible of Souls, and a first look at HUB3.
The Crucible Of Souls
One of the largest maps in the game, E3M4 - The Crucible Of Souls - is an infernal epic of lava, basalt columns, and imposing architecture. In this area we call ‘the lagoon’ two bridges of brick and metal arch across the boiling lake below. A lone Symbol patrols the cavern, but other monsters may lurk in ambush…
The Wretched Domain
The last episode of WRATH begins in HUB3 - The Wretched Domain - a gruesome pit of tortured flesh, bone, stone, and metal. From here the five maps can be reached, their portals hidden in fortresses or caves, for you to complete your quest to cleanse this world.
In other news…
Aside from detailing E3M4, HUB3, and other fixes, tweaks, and polish, here is a look at some of the things we’ve worked on the last two weeks:
LEVELS
Flesh terrain started for boss3
All maps are being recompiled for lighting, fog, music, and other details across the game.
PROPS & TEXTURES
Damned souls texture for boss3
Final texture and effects pass on the orrery
That’s it for this update! We thank you from the bottom of our heart for following along with our updates, and we can’t wait to show you the complete game upon release.
Bugfixes:
- Airburst explosion damage now centered on explosion instead of ground splash
- More accurate raycasting, fixes airbursts sometimes having the wrong effect
- Ejecting pilots have collision disabled for just long enough to clear the plane
+ Prevents ejected pilots from instantly dying when ejecting from grounded planes
- Fixed "Middle Bridge" having its collisions ignored
- Fixed tail/fuselage slime lights on right side of F-4E not rendering correctly