A couple of weeks ago, we launched the August Update, which included some significant improvements to different parts of the game, including the car physics, general game performance and some aspects of the AI.
As many of you have noticed, the monthly updates so far have been quite a mixture of fixes, general improvements and new features - general updates, so to speak. Going forward, we'll be shifting focus to making these updates more specific to certain areas of the game and certain features.
What does this mean?
Fundamentally, we're going to be giving each of the upcoming updates between now and GeneRally 2's v1.0 release a particular theme or main feature focus.
In addition to this, we want to make sure that we deliver smaller fixes and features more often than once per month. As a result, you can expect smaller patches, hotfixes and updates as-and-when they're ready to be launched, and the bigger features on a monthly basis.
Today's update improving the AI and physics, is once such example of these smaller patches!
What feature updates do you have planned?
At the moment, we have four or five major feature updates planned (and many more thoughts about updates for the future). In this blog post, we'll briefly cover just a few of them...
September's Update - Objects, UI & Miscellaneous Features
September will be the last of the "a bit of everything" updates that we've had so far. It will be a little smaller and more concentrated than the July and August updates - but it will still contain some significant upgrades and improvements.
You can expect to see:
The first round of the updated menu UI, making the game nicer to interact with, and fixing a bunch of small bugs that have crept up over time.
A bunch of new objects, to round out our "first batch" of additions.
Keyboard key rebinding.
Other small features, fixes and updates.
The September update will likely arrive towards the end of September.
Online Multiplayer Update
This is a big feature, and one that lots of people have been waiting for! We've been hard at work on this feature for months now. After the release of the August update, we've now moved more team members to focussing on this, so that we can bring it to the state where it's ready for you to play.
We'll have more information about online multiplayer, and what the update will contain, closer to the time.
AI Update
Another big focus for us are the AI drivers. As many of you know, the AI are not yet as competitive as we'd want them to be - and we are planning to have a significant update to them in the coming months.
This update will include improvements to their basic functions and skills, and will also see the introduction of the additional parameters and "profiles", which will allow you to customise their behaviour to suit you.
New Cars and Tracks
Of course, along with future updates will have new cars and tracks at regular intervals! Stay tuned for more information about these.
When will GeneRally 2 leave Early Access?
We haven't yet set an exact date for leaving Early Access and launching GeneRally 2 v1.0 - but we do have a set of features and updates in mind that we want to finish before we get there. Stay tuned for more information on this in the coming months!
If you want to support us and the game's ongoing development, and purchase GeneRally 2 in Early Access, you can buy it here on Steam!
As promised even after releasing all of the DLCs we are still working on the game! That's why we improved Unmatched: Digital Edition and made the following changes:
[Fix] The Coded Notes card has been fixed. Everything should be working fine now! Enjoy playing Invisible Man! (or against him :) )
[Fix] The Issue causing AI to be softlocked while playing against Invisible Man has been fixed.
That is all for today! Compete with each other on Unmatched Maps and just enjoy the game! We are always happy to hear from you so feel free to drop us a comment or leave feedback via the in-game feedback feature!
FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Game Update 2.14 (Anniversary Bonus Content, Enhanced Video Options, Platform Support) SIZE: ~1.3 GB / ~49 MB (depends on Contact ownership)
As you already know, the Guardian Edition of No Place for Bravery is now online. With it, several improvements have been added to the project. Now, we need to discuss the game's languages.
We have also previously mentioned the size of our team and the challenges we faced during our launch in the text about the Roadmap of updates.
Regarding the languages:
We are a small team from Brazil, and the possibility of having a game in multiple languages was like a dream come true. What we didn't know at the time was that it came with some limitations.
Bravery is a game with a lot of text; everything has a story to tell, and everything adds in some way to the construction of the world. We weren't so experienced in terms of scope, and various text changes were needed during the project's development. All of this incurred a cost - localizing for various languages. After a while, we finalized the treatment of the game's text, and nothing more could be written because we didn't have the financial resources for it. Of course, many things still needed to be said, but we tried to do that in the best way possible without text.
For the Guardian Edition, since we have been without funding for a while, we decided to overlook this limitation a bit and go for a more independent approach, working with the community. We decided to include all the texts that we deemed necessary for the project to become a better game, including new tutorials and tips, new interactions and items, and all of this ended up making the game more interesting. Everything was written in Portuguese and translated into English, which was used for all the other languages.
From time to time, we receive emails from members of the community offering to localize the game's text into a language that hasn't been localized yet. So we thought, let's be indies! Let's use our community and ask for help in this regard.
This text is about that - the Guardian Edition has already been released, and with it, several improvements and various new texts that need to be localized. How do you, brave members of the community, think we can work on this with community creation tools? Should we release a spreadsheet with comments, for example?
We are a team of three people working to improve a project that is currently without funding. In addition, we are also working on new ideas to keep the studio alive. Things are happening slowly, but with the help of the community, we know we can change this story.
Big thanks for all the feedback you've been sending our way! The list of updates is long, so let's take a quick look at the highlights:
Map This was probably the most common request. New map featuresâlike zooming, panning, and custom markersâshould help keep you on track! There are still things about the Map UI that we want to improve in the future, but we think this is a solid start.
Fast Travel You can now use Fast Travel between all discovered Bell Towers, both in your villages and in NPC villages. Yet another reason to gather those bells (and keep your purse full of coins)! There will be more (non-Bell related) Fast Travels spots in the future.
Pause The game will now pause when you open the in-game menu in single-player mode. Perfect for when you want to prepare yourself another green tea.
These are just three out of dozens of improvements we have made in the past two weeks â and we donât intend to slow down. For us, Early Access launch was just the start of a new phase in development, one that we're excited to undertake with your feedback, so please keep it coming! We're giving it our allâworking on quick bug fixes and quality of life improvements, and at the same time laying the groundwork for major updates coming this year. Hope youâll follow us along the way!
Superkami and Toplitz Productions teams
Patch notes (Version 0.1.3.0)
FIXES
Fixed village icons not saved and not replicated to clients.
Fixed left arrow set as default for âmove rightâ in default key bindings (you need to reset controls for the fix to take effect).
Fixed Fishermanâs Hut and Mining Post retroactive unlock not working for 0.1.1.0 saves. You will now unlock both structures upon completing any âTalk to Abbotâ quest objective (after reaching Dynasty level 7, 14 or 21) or by talking to abbot Joen at any point after reaching LVL 21.
Fixed ESC key acting as a confirmation button in Open Main Menu and Quit Game pop-ups.
Fixed custom key bindings not applied on the game start.
Fixed âThank youâ cutscene causing loss of focus in the Abbot dialogue.
Fixed some minor calculation errors in Dynasty Management.
Fixed NPCs rarely interact with buildings and workplaces (they will now act more naturally and do things like sweeping the floor).
Fixed villagers assigned to a workplace performing home routine instead of work routine after loading save.
Fixed NPC sliding on the ground when idle.
Fixed torch being rotated when held.
Fixed boar combat behaviour - now they will not stop to munch on grass when chasing you.
Fixed entrance limit check for some specific cases.
Fixed workplaces decreasing freshness of consumables.
Fixed defensive fence models.
Fixed renaming village on clients not working/saving.
Fixed closing pop-up in Main Menu.
Fixed navigation after closing the tutorial and showing another widget.
Fixed closing tutorial screen when inventory is open.
Fixed furniture and containers loading previously saved inventory in that location when building a new one â no more item duplication this way.
Fixed missing Special Project Completed marker in a Small Bridge near Segi.
Fixed missing localization in the network loading screen.
Fixed missing Iwasaki shrine.
Fixed red flowers not disappearing under buildings.
Fixed missing dying SFX for bandits.
Fixed Sayuri not having a job specialisation icon (only for fresh games).
Fixed missing window frame in the Mining Station Special Project model.
Fixed player mantling on the Watchtower Special Project railing.
Fixed some flying rocks.
Fixed crow nest appearing on a bridge.
Fixed the inability to move items to quick slots.
Fixed ranged spear throwing attack dealing less damage than it should.
UI
Added a Pause in the in-game menu for single-player games.
Implemented a Fast Travel â use a Bell Tower and pay a small fee to teleport.
Added Quick Slot Menu hint to holdable and empty hands â just a friendly reminder that you can bring up quick slots with a middle mouse button.
Implemented major Map improvements like zooming, panning, and custom markers.
Added "Creating server..." dialogue after clicking "Create Server".
Increased other player & player village marker visibility distance on the compass for easier navigation.
Added new icons: building and recipe menu categories, village structures, exterior segments, and more.
Improved icons: watering bucket, rot, elevation (in compass).
Simplified Season Change tutorial.
Added inventory shortcuts:
Shift + LMBâ â Transfers the stack to the external container or sells as much of the stack as possible to a trader inventory.
Ctrl + LMB â Splits the stack in half if there are empty slots in the inventory.
Alt + LMB â Splits the stack to create a new stack with a single item.
SETUP/BALANCE
Localization update for KO, PL, PT, RU, UKR
Reworked villager needs -- rescaled how needs progress and lowered the needs for larger populations.
Reworked how Well and water production works - it is much easier now to meet the water needs of your villagers.
Added medium trees that behave like small trees but provide more resources.
Made bandits and boars more dangerous by not slowing down after taking some hits â boars are now faster, so watch out.
Workplace production recipe costs are lowered for many items.
Adjusted the price for some Special Projects.
Increased the max stack of some items.
Improved the Water Storage and Smithy mandatory furniture setup.
Made it easier to build Beggar's Huts 2 & 3, Water Storage, Composting Station, Food Storage, Temporary Tawara containers, Special Project Workshop.
Made hay insulation part of the roof stage for the Water Storage building so that the furniture cannot be accessed before finishing the roof.
Reduced the price of the straw cloak â sorry, no more money farming this way.
Added interaction with a standalone Japanese red pine tree stump â now you can clear the area near Segi for example.
Moved Guard Tower to Service Buildings
Added Charcoal Kiln as a standalone village structure.
3D/MAP
Improved Empty Entrance and Ramp Entrance exterior segments â should be less confusing now and look better when the hammer is equipped.
Added new construction blockers on the map: Burned Mansion (coming soon), Chiime House, Enjiro, Hunting Camp, Rice Fields, Segi Impure Camp, Sukejiro Camp, and Yajiro Camp â if you have had structures in those areas, you should be able to move them away, as you will not be able to build anything new there.
Improved construction blockers for Taro Camp, Teimatsu Camp, Miko House, and Starting Area.
Added more Small Iron Deposits in the Iwasaki mine.
Adjusted the invisible wall in the ocean to be more precise and closer to the shore.
Improved lake bottom floor height.
Removed obsolete Beggar's Hut near the Sosogi Inari Shrine.
The Ryujin shrine special project now should also build stone stairs and place a gohei wand on the shrine â the stone stairs should be removed if you havenât completed the project yet.
ANIMATION/CHARACTERS
Improved villager and beggar behaviour.
Villagers can interact with more structures.
Added animal alerted and flight animations.
Adjusted the reaction transition cooldown on fox and boar.
Implement male bandit aggro animations.
Assigned a different animation to Nijo.
Tweaked fox movement speed.
Improved NPC pathfinding.
TECH/TECHART
Some NPC optimizations.
Some UI texture optimizations.
Set network timeout to 120s.
Optimised net code replication to prevent disconnecting players on change of season.
SFX
Added new boar SFXs (Roam, Search, Aggro).
Adjusted animal SFX radius
Adjusted Effort SFX for bandits and players when taking damage.
Improved environment SFX for forests, hot springs, birds, animals, ocean.
Hotfix 0.1.3.1
Fixed performance drop after starting another game in the same session (from main menu).
Removed the disclaimer text in the load menu.
Official guide (DLC) updated to reflect version 0.1.3.0.
Update Patch v1.04ïŒ Includes September 4 Hotfix:
1.04 New Update:
Bug fixes:
- Fixed a bug where specific clothes would cause the encounter to get stuck on the loading screen at the end of the encounter. - Fixed a bug where caravans would not refresh on the large map. - Fixed a bug where the Encounter Captives Management panel could not be clicked to view selected captives. - Fixed a bug where out-of-camera character corpses could be pulled out from under the terrain. - Fixed a bug where Oblivion Potion could be used continuously regardless of CD.
Optimizations:
- The game camera now pulls together to the correct distance immediately when switching between the world map and the area map.
September 4th Hotfix :
Bug Fixes:
- Fixed a bug where the player could still control the character to walk around when camping. - Fixed some UI issues related to the arena. - Fixed some localization error. - Fixed a bug where the goods of the Alchemy Merchant and the Material Merchant in Green Town were swapped. - Fixed a bug where Brea would incorrectly display a letter delivery quest (originally planned to be added in a future update). - Fixed a bug where individual beds in Brea would cause players to get stuck in the bed after interaction. - Fixed a bug where the screen in some cave scenes would display incorrectly. - Fixed a bug where players were traveling at an incorrect speed on the world map (the weight penalty was not being applied correctly). - Fixed a bug where the fog of war effect on the world map was incorrect. - Fixed a bug where the fog of war was displayed incorrectly on the minimap. - Fixed a bug where some of the game's low-level weapons had too high a numerical bonus.
Optimizations:
- Added a split right-click option to the item box on the item bar - Optimized the ground mapping and vegetation distribution in Briar.
Thank you so very much for last months support. This month is all about the big push so give us some love even if its a share! Enjoy the read peeps! patreon(DOTCOM)/datgame
This week we finished adding Hayley fro Dreamcutter to Shady Lewd Kart for the October Build. She is looking slick with her design! Also with her kart like many others we want them to be themed to her pallete. We think the blue compliments her rose and dark colors. She is ready to zip zoom around the track with her Intro and Outro ready to go, unlocks, panties and Damage Bubble! I will have to say this halloween is going to be a real ball drainer! Also with the addition of Hayley we have finished the Vioreaper ready to go! Thats right you will be able to unlock this buzzard from Pure Onyx to ride on! Just got to hunt it down and find one that isnt going to bonk ya XD Also with Onyx we have finished her alt costume line work, unlocking this will have Onyx ride around in the FemCop costume. Look at those milkers! Also I think its now time to tease to you all the next character we will be launching with a series of cropped unlocks. What are we even looking at??? Well I can tell you its become my favorite racer of the series so far with its unique design. Those claws will either milk ya or kill ya. Either way Im so damn excited!!!! I wish I could share the info with you but I wanna keep this one close....so stay tuned. October is going to be a fun one... Voting continues with Round 10 of Kart. Zoria and Goblin Princess head into it hard!!! You peeps are ruthless....Dont forget if your a patreon vote here: patreon(DOTCOM)/datgame