Meet the Twigling, a curious type of Spriteling imbued with floral magic of the Deep Woods. Born from the various plants and trees of the Woods, they have a keen ability to encourage growth in budding plants and maintain an immunity to nature-based toxins. Never the type to idle the day away, Twiglings have been observed to work much faster than other Spriteling species, even at the very same task.
Fixed a bug that was causing players to get a black screen of death when leaving the house. This should only affect non-western countries generally. So now everyone can enjoy the game!
Check the changelog below for a list of updates included in version 1.14 of Legend of Peks
Changes
+ Updated engine version + Added discord rich presence + Added Steam Achievements + Added Support for DLC content + Increased G limit from 999 > 9999 + Added a toggle to change active time battle modes
(you can now swap between active mode and wait mode)
in active mode. time advances even while inputting commands
in wait mode. time freezes when it is your turn or the enemy turn
+ Added multiple speed increments for ATB charge time + Changed battle tutorial text to include these new changes + Added a secret dialogue if you are powerfull enough to defeat the training dummy * Changed the outside colour pallette of the game to be less saturated and more lush * Adjusted font size for better readability * New default settings have been applied - Removed waterfall area from postgame - Removed all instances of personally identifiable information - Removed temporary fixes used to aid progression in prerelease versions of the game - Removed TouchUI from settings
Fixes
* Fixed a bug where the game would crash after completion * Fixed a bug where data for the ending cutscene was still present after reloading a finished save * Fixed a crash when trying to battle pepper for the second time * Fixed a bug where the training dummy would only full heal once. * Fixed a bug where terrain would be inpassable when going back to the fallen temple during postgame
it's been a while! A number of changes have accumulated since the last patch, although most of them are either non-critical or only only apply in very rare circumstances. Here's the full log:
Optimize text rendering, particularly reducing frametime spikes when rendering new text at high FPS and with the fast text speed option enabled
Allow the use of multiple controllers simultaneously
Various Japanese text fixes
Fix a legacy issue with a wrongly colored chest
Several fixes to map collision geometry, either to make it impossible to get stuck or to prevent leaving bounds at specific FPS/turbo combinations
Improved the handling of input rebinding reset
Fix a minor potential memory leak related to the video player
Fix rare potential soft-locks when closing shops
Fix minor text issue in Crossbell Times issue 4
Improve the description of some game options
Note that you can always revert to earlier versions of the game by selecting them in the Steam "Beta" menu.
Space Impossible BETA 13 has landed. It now has an improved post-player-death and respawn experience. It also sees the addition of the ability to buy and sell vessels. It has a new way to take control of vessels you previously were unable to take control of--in the form of a suit based hacking tool. In addition to the usual bug fixes and changes, some noticeable networking improvements have been made that should make larger scale encounters a bit better performing.
Sometimes you just get blown up. You did your best, and you are still left as a floating debris field in space. Well, it has been a long time coming, but we finally put our heads together, went over player feedback, and improved the respawn experience. When you find yourself dead, you now have a number of options to choose from. You can pick where you spawn: at your home station, a nearby trader's drift, or, if faction is high enough, a nearby station. Once you select a location, you can choose from the standard starting Venture, to a stripped-down, component-less version of your previous vessel, or the full shebang, if you have the spacebucks for it.
Vessel Trading
In a related vein, you can now buy and sell vessels. Vessels for sale will appear near specific stations in specific regions, and be attached to a sales frame. This frame can be tampered with, but often at a cost to your reputation so consider that before attempting any theft. Simply hail the vessel you wish to purchase, and if you have the money, it can be yours. Make sure to take ownership of it, and feel free to fly off in your new ship.
Likewise, selling of ships is now possible. The Scrappers are always looking for new acquisitions, and will buy almost anything you can tow towards their station. It will require a tractor beam, so keep one handy, but you may be surprised by what they will buy. A great new way to get rid of excess tiles and components.
Hacking
There is also the new hacking tool available on the EVA suit. Hacking allows you to take control of nearly any object in Space Impossible, as long as it's not already under control by someone, and adds a tiny little bridge to it. This can be great when waiting for a friend to bring a backup ship and you are clinging on to an asteroid for dear life, or perhaps helping yourself to the largest piece of debris from a battle field. You will have to figure out how to best use it for your playstyle.
Network Optimisation
Last but not least, we took a good look at networking statistics in our ever focused desire to improve overall game performance. We found a number of often sent, not too large messages and bundled them together. This should improve performance almost everywhere, especially anywhere more than two vessels are active at a time, or in areas with high amounts of space items, like after a battle.
Details
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
Can now pick a location to respawn: home, nearest trader's drift, nearest station (if standing high enough); depending on location more vessel choices including a free "stripped" vessel are available
Added new "Barely Functioning Engine" for stripped vessel respawn. Same thrust, but worse everything else. Doesn't require power and fits in all mount sizes
Added suit hack tool that allows players to add a bridge to any object that is not currently controlled
Added ability to clear ownership of a vessel at the independent and scrapper stations. Indepedent will only scrub Pirate or Lawless vessels.
📡Added ship buying - Players can now purchase preconfigured and ready to go ships from specific traders
📡Added ability for scrappers to now buy tractored vessels
Added new reinforcement AI that will leave the region when no targets are left. This stops reinforcements from hanging around, clogging up a region. Currently affects normal station reinforcements, conflict fleets and transponder call-ins.
Added sv_spoolupmult and sv_spooldownmult commands to override spoolup/down times. Smaller numbers is faster.
Added capability for an entity selector in a command use to a comma delimited list (ex: /remove 12,45,67,83)
Changes
CHANGE: Player respawn vessel is now set when entering a region as opposed to the previous "exit construction"
CHANGE: Changed entity updates, item spawning and engine activation networking support batching, significantly reducing total message count and improving performance
📡CHANGE: Scrappers will no longer target player owned vessels for scrapping
CHANGE: Scrappers should no longer attempt to scrap tractored vessels
CHANGE: Scrappers have been added to the visible faction list due to their increased role in ship buying and selling.
CHANGE: Adjusted default faction standings so most factions hate scrappers less and hate gate bosses more
CHANGE: Lamp hull variants are no longer better than basic hull. They now have the mass and health of light hull
CHANGE: Most dialogues will now use a dynamic price, including price mods from factions, instead of a hardcoded value
CHANGE: Changed wasp_infested wreck template to remove bridges as well as weapons and shields
CHANGE: Improved object placement to use rectangle bounds instead of circle bounds. This includes better placement for wrecks and any other objects that are compounded (i.e. a station with a space wasp nest)
CHANGE: Updated/tweaked some of the trade item art, moved it to its own art sheet
CHANGE: Objects that were considered "abandoned" (e.g. wrecks) now require the hacking tool to take control. Hacking these objects will force the control access type to public.
CHANGE: Region localized player faction is now sent to the player. This allows the player's client to correctly display region localized values during dialogue or on object mouse over
CHANGE: Modified AI movement to attempt to solve an issue where the AI would finish its path but still unable to see their target.
CHANGE: AI leaving regions will now try to join a nearby fleet region when warping out instead of creating one fleet per ship.
CHANGE: Suits should no longer become primary targets just because they pass the "Enemy" threshold. They are now evaluated like other objects, and no longer take priority over more threatening objects.
CHANGE: Adjusted bounds padding for AI pathing to significantly discourage vessels from attempting to squeeze through tight gaps when it would make more sense to go around, especially when not in combat
CHANGE: Changed chunking code to fix an issue with multi-tile bridge mounts and preference the new "Main Bridge" component over total bridge count when present
CHANGE: Load template preview now correctly shows materials and colors on tiles
CHANGE: Load template previews will now better fit the window, scaling to size of the object instead of grid size
CHANGE: Improved star system UI performance, especially when large numbers of regions are present.
CHANGE: Cleaned up much of the automated dialogue to reduce repetition and reduce space, improving loading times
Fixes
FIX: Fixed Begillium region in starter system potentially using the wrong template and not spawning any Begillium.
FIX: Fixed being able to incorrectly enter regions that should not be enterable when using r-click
FIX: Fixed an issue where quitting the game at the respawn screen would allow the player to respawn in the previously controlled vessel, this will eliminate some dupe issues
📡FIX: Fixed an issue where star system station count was being incorrectly tallied when it came to ensuring a station of a specific faction is present for a Problem
FIX: Fixed self destruct not working correctly with multi-tile mounts
FIX: Fixed scrapper temporary enhancement incorrectly giving money instead of costing money when first acquired.
FIX: Fixed some wreck templates that were not correctly removing components when they should have.
FIX: Fixed an issue where certain region modifiers were not correctly removing objects if a player was present when the region was updated.
FIX: Fixed conflict distress call where crew leave their ship. Ship was getting set to wrong faction.
FIX: Fixed several region templates for starter system asteroid fields from having "owned" oresteroids.
📡FIX: Fixed several language file typos
📡FIX: Fixed an issue where item looting at the end of a conflict battle could incorrectly cause the battle to incorrectly "re-end", re-triggering battle success dialogue
FIX: Fixed an issue with a certain non-conflict debris fields behaving as if they were conflict battles
FIX: Fixed Scrapper Transporter not tractoring certain vessels
FIX: Added a potential fix for a rare thread related issue in networking when sending a message
FIX: Fixed issue where suit mouse target was lagging by one update on the region server
FIX: Fixed seeding of region events when using spawn method other than spawnasreinforcement
FIX: Fixed an issue where object tags were not being counted correctly by the region they were in
FIX: Fixed a bug in playerinfo networking
FIX: Fixed issue with client file in networking rate calculation
FIX: Fixed an error when trying to set server variables to invalid values
Removals
N/A
COMING BETA 14
We know we had said BETA 13 was going to feature player factions, but we wanted BETA 13 to be a smaller, faster delivered update after the bulging BETA 12, so we moved player factions to BETA 14. BETA 14 will be just player factions, as we add and deliver that long requested feature.
Hi everyone! A lot of you played our first public demo of NPCVille at the Indie Arena Booth during Gamescom in Cologne, Germany.
We are really glad that we had good receptions from all the community who tried the game and brought back their friends and family and introduced them to our booth!
Thank you so much for all the good feedback from all of you about our current demo, we definitely would note it all down and would improve the game to be better as soon as possible. Special thanks to @eveque67 for all the feedback on the discussion forum, we are grateful that you took your time to push our game to be much better, we will post an update on game as soon as possible.
Let me know about your experience in the discussion of this event!
Thank you for all the support, Stay proud to be an NPC!
Love n Dream: Virtual Happiness - 🌟StarTail🌟
Attention, gamers and strategists!
The highly anticipated Steam Strategy Fest is here, and we're thrilled to bring you an exciting treat. Dive into a world of tactical mastery, cunning maneuvers, and epic battles with a fantastic 75% discount on a selection of our strategy games.
--------------------------------------- We're excited to share that our upcoming game is just around the corner! Don't miss out on the latest updates – make sure to add it to your Wishlist and stay connected by clicking the Follow OUR PAGE. Your encouragement drives us forward!
Heya adventurers! Hold on to your mounts because it's going to an extremely jam-packed week! First, we open the gates to Monaterra where you'll find out what's next for the El Search Party as they continue their story! Next, is of course the many events and rewards that follow as the new region is unveiled! And, lastly, don't forget to check out the Item Mall for all the goodies we have for you this week!
Monaterra Update Event
Elsword and the gang continue their adventures as they brave a new region. Participate in the events and plenty of epic rewards will follow!
Want to get a taste of new Monaterra accessories and haul in other rewards? All you need to do is clear dungeons within your level range 3 times! Start beating up enemies in Monaterra's dungeons! Once you've beaten enough, you'll get 10 Harconium Steel weekly for each completed dungeon milestone! And for this weekend only, enjoy EXP x2 and DROP RATE x2!
Class Change Event
Waiting for your chance to change things up? Now's your chance! It's as easy as staying logged in for a total of 60 cumulative minutes to get your hands on 1 [Cobo] Class Change Select Cube and a 1 [Cobo] Physical/Magical Mystic Stone Change Ticket!
Item Mall Goodies
Elevate your summer style with hints of mild pirate-esque feel! Don the Pearl Mermaid Costume Set and enjoy the summer season without breaking a sweat!