You can see something flickering in and out of existence on the Hub Island. And something in the back of your head tells you for a price you might just walk away with something big. But what exactly does this new structure have to offer? Wait just a little longer as we explore and find out! We have been working on something mysterious and there’s more big updates on the horizon, so stay tuned! In the meantime we can leave you with this:
I don't have eyes, but once I did see. I once had thoughts, but now I'm empty. What am I?
Looter Extraction Survival Survey Extension!
It’s been one week since we called on you to fill out our Survey, and we’re giving you another week more! We want to hear how you feel about the Extraction Looter genre and how we can align with our community to improve Expedition Agartha! We want to know what you love about these types of games and what you think the genre can improve on. Fill out the survey below and have your voices be heard!
For the first This Grand Life game (TGL1), a large portion of player suggestions was for more jobs and career types. I was reluctant to add too many of these that played the same and were only cosmetically different. It would also have cluttered the world with too many things that the player didn't care about in their current playthrough.
In TGL2, there are several improvements to mitigate these problems and allow for adding a ton of activities that behave differently from game to game. As previously discussed, the preferences system makes activities more or less attractive depending on your individual characters. The industry inflation system makes activities more or less lucrative depending on economic conditions.
To avoid cluttering the map, a fresh game only starts with several key sites like the town hall and shopping mall. To find more sites and things to do, your characters need to spend time searching for them.
For example, let's say your character enjoys paperwork and being social. The education industry is booming as well, making teaching a perfect career path for them. After getting the prerequisite education and qualifications, you would use the "Find Job" action to look for teaching jobs. This will spawn sites where job openings might occur. For a teaching career, this would be the grade school.
You could also search for the grade school directly if you have school age children in your household. If you don't want to be a teacher and have no children, then you never have to see the grade school at all in your playthrough.
You might be wondering, "won't the map become filled up anyway after a long enough playtime?" That's where the economy helps us. When the economy is doing poorly, there is a chance that some sites will close down and be removed from the map. It will only happen to sites you don't have a major interaction with, so don't worry about your home being demolished unexpectedly.
Map Density - A Look Behind The Scenes
The spawn locations for sites like the grade school are random but follow a few rules based on each map's features.
Above is the density map for Sydney, Australia which is auto-generated based on available transport links. It actually matches the city density in real life quite well! In general, a greener value means more sites (and more types of sites) are able to spawn there.
You'll tend to have banks, shopping malls and other such places clustering around these high density areas. However it will also be more expensive to live there, so you have to consider whether the trade-off in travel time is worth it.
Side Note: The density and transport maps can be edited, but that's a topic for another time.
Ok the language button no longer sets your resolution incorrectly--the language button was accidentally hooked up to some old obsolete resolution selection code rather than language selection code. Thanks to all you Early Access players for spotting this one!!
And remember, if you are stuck in a bad res--go to the option screen, hold LEFT ALT and press 0--it will set it back to 1080p.
Implemented an isolated undo stack for Test Rig Mode, preserving the ability to toggle between undo and redo actions without without compromising the integrity of previous changes in the main undo stack.
Laid the foundation for some frequently requested substantial overhauls of key UI elements.
Bug Fixes
Multiple general stability fixes
Fixed a bug where certain invisible rigging elements would affect automatic export box cropping
Fixed multiple bugs where certain rapidly overlapping actions could cause display artifacts for ui animations
Fixed a bug where attempting to switch to animation mode when already in animation mode would hide some of the ui elements
Fixed a bug where locked object were still moveable with softdragging tools
Known issues
Non-mesh children of strokes don't update in real-time when using ik
Added EULA - EULA has been added to the game and will prompt the player to agree on first launch.
Paintsville implementation - The second map has been added to the alpha playtest! There is now something to look forward to when getting further into the game. There will be more updates to Paintsville, however, it is pretty barebones when it comes to upgrades, but there is more storage for paint, tint, and shelf items.
Remember to join our discord - https://discord.gg/VaqKfsMfzJ - Use this discord to report bugs, give suggestions, and be apart of our paint-slinging community! We have community events, live streams, and even some giveaways!
-Pikeman has a brand new look -Pikeman gain increased attack range -Archer has been changed to Bounty Hunter and also has a brand new look -Increased bounty hunter fire rate, got rid of charge attack, and got rid of knockback on enemies with main attacks -Jumping on enemy heads now awards XP -The menu for World 1 now has level 6 and level 4 in order instead of being backwards -Jump gravity has been increased while maintaining about the same jump height. Jumps will feel more snappy now. -Fixed Toxic butterflies not being knocked back
Hey, welcome to the second volume of our Community News. This week was big for us as we hit 1 million downloads across PS5, PS4, and Steam.
Thanks to all who are playing and enjoying HUMANITY—we appreciate you! Keep spreading the word about the game, and be sure to join our Discord community.
Recapping the HUMANITY Hub stream
ICYMI, you can watch the VOD of our community stream below. We welcomed the hosts of The Bonus Points to the stream, talked about their YouTube channel and podcast (which you should subscribe to if you're not), played through the levels they've created, and made a coin-pusher stage together. In-game, there's a playlist with the levels we looked at during the stream. Hop into USER STAGES now and check it out!
Here are three must-play stages by Joe and Oli, hosts of The Bonus Points:
REGROW STAGE ID: 121-561-3978
FETCH STAGE ID: 145-788-1455
ONE BLOCK WIDE STAGE ID: 058-417-2969
The HUMANITY Hub community stream is live every Wednesday. Next week we'll dive further into the STORY MODE and community-made stages. Stay tuned to our X account or your newsfeed on PlayStation and Steam to find out when we're going live.
Next Discord Creator Workshop: SPRAWLING
This next Creator Workshop theme is SPRAWLING—stages that are large in scope. Maybe it's multiple small puzzles or one big set piece, we're looking levels that stretch the boundaries of creating in HUMANITY. Be sure to tag your stage with "SPRAWLING" to participate, and join our Discord community at discord.gg/Enhance and share your creations with us!
People-Pathing Pointers
Ah yes, the flow of HUMANITY. People walk out of a gate, and you must deal with their numbers (at least in most stages)! Pathing these hordes can prove tricky in some situations. Here are some pro people-pathing pointers for these precarious predicaments.
Let's say you must keep a People Switch activated while pathing humans elsewhere. Creating a loop of humans over the switch will ensure it stays activated. Note the more people that flow into a circle, the more likely it is to become so crowded it overflows, with humans straying in all directions. Try not to let that happen! (Unless you want to on purpose—we'll discuss "Overflow" in a future post.)
If you don't have the surface area for a complete circle, you can still make them walk back and forth. However, even with a smaller group, you may find that as humans collide, they'll randomly stray off the path, so this method is much less reliable than looping them. Their numbers may eventually not be enough to keep a switch active.
Maybe you're moving a lot of Pushable Blocks amongst intersecting paths of humans. Segmenting a group of 5-10 humans away from an always-marching flow can help. Send the rest off the edge of the stage (temporarily!) and you should have enough room to work! You need at least five people to push a Pushable Block. This is especially handy on a stage like Sequence 2's THE WALL where space is limited and you don't want to chance a rogue stream of humans ruining the positions of your Pushable Blocks.
And that's it for this installment of HUMANITY Community News! Join us on Wednesdays every week for our HUMANITY Hub Community Streams. Live on Twitch, YouTube, and Steam, or check our YouTube channel for the VODs afterward.
-Toggling Antialiasing should be working now -fixed bug with ghostrunners not facing the correct direction sometimes -fixed scoreboard bugs where between innings would show the wrong score -Tons of minor bug fixes with general gameplay and character controls -Secret levels have been replaced with Bonus Levels. Win the Kickball Kup at least once to unlock the 4 bonus levels(with more levels to come!)