Dear Valued Players, Race Me Now is entering a new chapter. The game will soon be available for free (date TBC). Thank you to everyone who supported the game in its first year. Happy playing! Konrad, Werys LTD
All Stickers have art Drill Sticker/Pierce are functional. Gaining energy when at max overwrites those on the left so you don't get 'full' anymore. You can discard a card from your hand to get a new one from your deck by holding M2 on it (limited each turn) Hand Swap and Spot Swap both show up in a cards tooltips when you can use it. There's now a noise and visual effects you don't have the energy, out of card plays/hand swaps/spot swaps You can now view your Draw/Discard piles All skill cards have been tweaked so it each only has each element feature once. Total cost is the same, there's just more neutral requirements now. Should be easier to play cards. Damage numbers are now slower and show 1 at a time, should be easier to understand. Defence up now functions properly Trainers/Wild Critters now have 10 HP less in the first 3 hands of a dungeon. Tweaked the enemy skills that only +3 and above Critters have access to the powerful skills Stun is limited to 1 stack The battle tooltips shouldn't repeat status effects Shock now correctly deals 2 damage instead of damage = to stacks.
Starrite ability changed from Taunt on Attack to giving Taunt every 3rd turn Aguatto changed from 3Pow 3Def to 4Pow 2Def Aguatto ability changed to Heal 3HP every 3 turns Aguatto and Hangolin starting skill cards changed to be a bit more offensive
First hand of the first act should always contain a wild critter battle. The boss runs onto the card instead of showing 2 of them. The swap value is shown big on each card when swapping. Stickers can now be bought and swapped The skills a critter has are now shown when swapping and when hovering in the binder Stickers now say sticker just above the description to make it obvious The binder now starts with 2 of each energy and attack for swapping fodder Player money will now save between levels
Here's an initial list of some of the minor fixes and updates that have been added to the game over the past few months..
New stuff
Loads of World Editor improvements : New Screens: GamePlay -> Player Start controls and Global Weapons Settings, Vehicle Setup, Weapons Setup. New layout to make it easier and clearer when you're assigning and uploading models & textures to a world. Lots of work on the asset browser and asset upload screens, including the asset scale and orientation control which means you can adjust per-instance model sizes without having to change the model file - very useful!. Eraser options for removing walls, bg models etc (which now are reflected immediately on client), landscape editing - you can now paint terrain and have it uploaded to the server -, better drag and drop controls for buildings, etc, etc. The World Editor is getting really quite useful now.
New Weapon Systems : Lots of rearranging weapon settings - tieing in new per-vehicle weapon slots and making global settings like 'energy-damage-link' mode configurable, etc, etc
Linux World Servers & cloud hosting - World servers now running on Linux again, along with new options to allow automated cloud hosting at the click of a button.
Lots of Space Stuff - New galaxy map, tactical map, Orbit cam, Mining systems, Drives, Trade, tracking of star systems visited - all that kinda stuff. Also a whole new backend. Not finished, not particularly playable, but it exists again.
Collision & Replication - The player replication and collision systems got a lot of attention which should make remote player positioning more accurate and reliable.
Script improvements & trace functions - New scripted hiscores system, *scripttrace commands let you dig into what the serverside script is doing, and a whole pile of general script-language additions, some of which are listed below.
Controller/SteamDeck Support - WIP but various parts of the game should now be playable with a controller. (needs a bit of effort on the controller configs)
Various world limits increased - 60 vehicles instead of 24, 16 robocrow types instead of 8, 24 tiled surfaces instead of 12, 64 texmaps instead of 32, etc. etc.
Model Converter updates - Better FBX support, thumbnail export, animation fixes, turret controls, ability to drag & drop atm and image files into the MC.
BugFixes
Fixed pickup buildings
Fix for spaceship textures not always appearing if ships were loaded before the DLC archive was mounted
Fix for occasional crash if rapidly downloading and removing lots of assets
Fix for not being able to lay new surfaces and texmaps in the world ed
Debug tracking of render targets so we can easily track down a rogue one, Fixed some device reset issues that would cause errors when resizing (etc)
Some fixes for reliability of the network connection.
Fix for remote model selector screen just being a feckwit sometimes
Vehicle setup screen shows that vehicle 1 graphic can not be added (and shows the correct texture in the preview window)
Fix for asteroid graphics not loading if they appear in view before the DLC pack has been mounted
Fix for weapon sys not being initialised on the client when theres no weapons.txt on the server
Fix for shadows sometimes not displaying when in spec or RC
Fix for profiler not always showing everything that was going on. (And related FPS improvements once we found out what was going on)
Fixed an annoying little graphical flicker that sometimes happened when particles were about to expire
Some fixes to the replication of turreted vehicles and weapons
Fix for certain PC setups not being able to access secure URLs
Fix for the static flags not showing blue when they're controlled by the opposing team
Fix for *settings keyboard controls not working when in world editor
Minor Changes
Changed the 'you can't go home when in a vehicle' logic to work off an Extras flag rather than being determined by the vehicle type
Made the big yellow arrow above buildings respect the building's 'Dont show targeting popup' flag
*savemap with no name now just triggers a save of the main map
Moved the sun slightly to the south
Added *buildingspecialevent mode 9 to temporarily hide a building (e.g. *buildingspecialevent [building_num] 9 [hide_for_seconds] )
Added the movie camera on to the main/escape menu (Esc -> M) fix for weapons UI not being hidden when movie camera turns off the UI
Added close 'x' button to top right of all world ed dialogs
Improved dust effects and added settings controls for various colour and dust speed options
When sea level is set to 0, dont draw the sea at all. (rather than pointlessly watching it z-fighting with the ground)
You can now copy & paste text into the chat window & edit boxes! COPY AND PASTE! Whatever will they think of next :).
Added osd text types for gold, silver and bronze text
Added an optional extra parameter to *onscreentimer to include a text message that is displayed above the timer (i.e. *onscreentimer [playername],[mode],[seconds],[text_msg] )
Spec Mode Limits = 1 means a player cannot access spectator mode unless they're in a safe zone
Result of *renamebuilding command is now immediately reflected client-side
Added *resetallstaticflags command to, um, reset all the static flag
Safe zones are now recognised on the server so that the script 'am I in safe zone?' and delete safe zones commands can work
Delete Building, Rename and Edit Message buttons in world ed now working
Added mouseover tooltip showing current value for world-editor sliders
Increased the amount of dynamic objects / particles that can be onscreen at any one time
Improved the bullet <-> wall collision positioning
Fairly major rewrite of the main server download system that should allow faster downloads, better compression and (hopefully) be more reliable and less likely to affect the behaviour of the rest of the game.
Graphics -> Robocrow effects = 2 adds the mode 1 trails and thrust indicators to vehicles
Unified the lighting calculations for the standard landscape and ground shaders
World updates
Iridis : As well as making use of the new hiscore system and scripting up a fun little single-player challenge there (a proper challenge which is well worth a go if you've got any old-school gaming skills), I've added new features for controlling spectator mode and safe zones, new static flag graphics, a new energy bar display (incl. some programmer-pixel-art I'm quite pleased with :] ), improved particle effects, improved wall collisions and a bunch of stuff to improve the 'subspace' control mode that's used there.
Lovelace : Have done a bit of rebalancing on this world, reducing a bit of the early stage grind and removing any remnants of the stuff that was pay-for (e.g. fishing is now an in-game-currency item). Still has its worth, but needs some more work to make it better balanced and improve the tail.
Mechzone : Mechzone got a complete rebuild with new effects, new collision systems (mechs standing on buildings, you'd be amazed how much work is involved in doing that 'properly', probably worth it :] ), and a new design for a 'board-game' style mini-econ using an auction mechanic. Also needs finishing tho :)
We are pleased to announce the release of version 1.3.0 of our game, The Devil's Face. We have completed the development cycle of our game based on the goals we set from the beginning and offer players all the game elements listed on our Steam game homepage.
Like any game, ours may still have some minor bugs, and we apologize if you find any. We would appreciate it if you let us know so we can fix them. However, by purchasing our game, you can expect to play a complete game without any major problems.
We would also like to note that our original plan was to release the game into early access for 1-2 months to make sure it was working properly. Unfortunately, the Steam Early Access philosophy is different. As a result, we published our game normally, but left the game version in beta for technical reasons.
Finally, we want you to know that your opinion of us is important, and we will carefully consider all your comments and observations. We will try to incorporate them into our game. Thank you for playing The Devil's Face.
We're thrilled to announce a significant achievement in our debut game's journey: the release of the Renegades update!
Dive into this expansion centered around the Twilight Sector, introducing a new anomaly and the Zahak race, a looming threat set to engulf the sector in chaos. As alliances crumble and the specter of civil war looms, will you seize command to quell the impending turmoil and restore harmony?
In a world where grand empires flaunt their crowns, an underdog realm awaits its chance to rise. Prepare for an immersive odyssey with the Five Nations Renegades DLC. Amidst the fog of war and escalating enmity, an unprecedented anomaly casts a shadow. As age-old alliances fracture and former powers collapse, who will rise against the gathering peril to reinstate order?
Unveil secrets, form allegiances, and lead the charge to safeguard the Five Nations' destiny. Can you decipher the enigma and carve a brighter path for the future? Seize the moment, for time is of the essence.
What awaits you in the Renegades expansion?
New Skirmish Maps - Enjoy playing against the AI on new maps.
New Sector - Discover the mysterious Twilight Realm, an immersive new world to explore.
New Heroes Arise - Meet unique heroes with distinct abilities, backstories, and ambitions.
Expanded Arsenal - Access 76 new units and stations to diversify strategies and adapt to any situation.
New Faction - Play as the formidable Zahak faction, with secret weapons and unconventional warfare.
Enhanced Enemy AI - The new upgraded AI leads makes battles even more realistic and exciting.
Weapons of Unprecedented Power - Arm yourself with devastating new weapons for thrilling tactical options.
New Technologies - Upgrade your fleets with 31 new research options among the 6 races.
New Abilities - Wield awe-inspiring spells and abilities to amaze allies and confound enemies.
There was an issue in the demo where the game could permanently softlock itself on the scoreboard screen if the level finished with very specific percentages. I already uploaded the patch for the demo, and am applying the same fix for the full game just in case.