This week, we've finsihed the recovery of the game, and started the longest and tirestome process of the development - the testing. Unfortunately, because of the nature of the engine, aging codebase and some poor decisions in the past, we can not fix all the bugs - we hope you'll understand. After all, the game is 12 years old by now. Nonetheless, we'll try to resolve as much problems as possible and make the game more convenient for modern players. We'll also try to release additional patches later on, if there will be some more problems.
As I've player through the game times and times again, I was flooded by the old memories. When you participate literally in everything, you start to memorize every little aspect of the game. "Beast, oh Beast, please, help me, it won’t be a bother!" "I work here... as an admin", "It’s so simple – and you don’t have to queue on!" Somehow, I remember people's voices the best, and so one of the strongest experiences was the time I've spent at recording studio. I never would expected that some phrases are assembled from tens of takes, literally from words.
We've all discovered something new back then. Of cause, lot of stuff which was normal back then, or appeared normal back then, does not work anymore. Playing through the game I've understood that some jokes might be edgy at best by now - so we've added a warning: don't behave as our character does. After all, the game was supposed to be an irony on then-contemporary culture. A lot has changed since then, and we've changed as well. If "Non-fellows" will prove to be popular, we'd like to reboot the idea - we still have some materials. Meanwhile, we've got at least two games in production we hope to finish soon.
And now - I'll get back to the testing. We hope that the game will be released in September, as 12 years ago - and this will be the good present both to our team and to our players.
The first content update for the Break-In will be going live on 25th September! I’m aiming to release the Quest app lab version on the same day, if it is approved in time. I will also be running a special dev stream this Saturday where viewers can request new cosmetic items, so check the discord events tab for updates.
Update Changes The main overhauls are the mission selection system, which will require you to upgrade your intel team before being able to play harder levels, and the cosmetics system, which is revamped to feature male and female characters, and additional items for you to spend your (in-game) earnings on. These changes should help with the progression of the game.
Other additions include the new container ship level, which features over 20 randomised cargo containers to steal from, as well as engine rooms and stealable ship parts. New gear items like the attachable wheels (had to disable the wheels due to a bug, but I'll try to get these working in a patch soon), price scanner, and lockpick have also been added, along with new getaways like the flatbed truck, and more secret getaways.
The door locking system has also been overhauled, with a keyhole now appearing on locked doors which must be opened with the correct kind of key. Keycard readers are now properly implemented and can appear on any door, depending on the level and its access rating. Retina scanners have also been added, which require an eye-scan from a resident or guard.
Additionally, the “steal item” mission goal has been split into two possible goals, one targeting small items and one targeting large items. This will give players who go for large items a bigger reward.
On top of this, there are a number of performance improvements which have been made to support the Quest port. These should increase PC performance substantially as well. I’m also aiming to add more sounds and potentially lobby music in time for the update.
I've also added some more sounds here and there, such as AI footsteps, gear interaction, and lobby music. More sound improvements will be coming soon.
- Adjusted the Portrait and Battle Sprites for the Arcane Knight Class to better fit facial hairs - Fixed some spelling mistakes - Some QOL-Updates: - Hovering over equipment while having a character selected, will also show the current equipped item, making it easier to compare items - Up to 6 Skills can now be assigned to a hotkey bar. This can be done in the Skills Overview Tab on the Character Page
Players can cast six different types of magic in MageWorks. Beyond the different schools of magic, there are also five different types of magic to cast. A 'Bolt' spell is a single ranged shot. A 'Snare' spell will root an enemy. A melee spell is a short ranged high mana - high damage spell. A shield spell protects players from incoming aggressors and projectiles. Last but not least, players can summon pets! Each spell class has their own pet to summon and reflects the type of environment they came from.
So, why should I summon a pet in MageWorks?
Pets are designed to allow players to take on more than they can usually handle in spell combat. Pets can tank a distant enemy that a player might not be able to get to. They can add that extra firepower when enemies don't seem to drop. And they can keep you company either at home in their summoning throne over at the spell library, or while out exploring looking for new spells to discover.
This game is a work in progress, so what can I expect next for my pet?
The beginnings of a customization system is in the works that will put pets in more of a central role. With cosmetic armor additions in production, players will be able to adorn their pets with various items to make their pet experience unique, create a more compelling emotional commitment to their pet, and to add that extra element of fun to their creation with 3d printing! While players can now print their staff creations from one side of their mage hub, players will also be able to 3d print their pet to hold their staff in reality :)
Thanks for checking out MageWorks and feel free to reach out with any questions, comments or criticism as the development continues.
Music New music tracks have been added into the game, courtesy of our wonderful musician DashingToadie! - Close Distant Relations - Crystaline Tranquility - Everpresent - If Courage Could Save (Opening Theme) - Menu Theme - Risen to Perfection - Searching the Sands - Sneaking Around - Sun-Baked Sandstone - The Finest Valen Silks - The Hardest Part (Epilogue Theme) - Think Back - Tomfoolullaby - Valenight
Intro Cutscene - The Intro animation now has new background music
Epilogue Cutscene - The Epilogue now has new background music
Added Backgrounds - Comfy Room
Character Sprite Changes - Vishara now has adjusted character sprites in the epilogue - Vishara also has changed sprites on the training route
Added CGs - A new "Bad End" Screen has been added
New Endings - A short bad end has been added to the investigation phase
Added/Adjusted Features -The intro cutscene now doesn't play until after you click "New Game" on the menu screen - The "Dinner with Haloban" section now uses the Comfy Room instead of the study -The Menu Page now has new music
Bug Fixes - Various Spelling errors have been corrected (There are probably more, there's a lot of words and one of us is Dyslexic) - A bug that had music overlapping has been fixed (Again this will probably happen a couple more times, it's an easy mistake to make in the code)
Here’s a patch with some new optimization improvements and some fixes to some issues like the previously introduced issue with Signs not displaying properly in Multiplayer.
If you’re experiencing issues with this new update please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all of your posts
Thanks for enjoying our game everyone, See you again soon <3
BUG FIXES
Fixed an issue where the Production Indicator lights on buildings wouldn’t flash
Fixed Signs not working properly on Multiplayer or Dedicated Server
Fixed Screen Percentage setting not saving properly
Potential fix for some crashes related to Conveyor Renderer
OPTIMISATION
Updated XeSS to 1.2
Changed so screen percentage presets for XeSS match DLSS and TSR presets
Unlocked Screen Percentage for XeSS
Moved the Screen Percentage setting to be under Upscaling Preset
Fixed an issue where a bug with creature spawners would lead to performance losses
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.
You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...
And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify
This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
The first time booting the game will be very slow, but that should not continue to happen after the first boot
Game can hang on quit
There is major performance loss when running out of VRAM
Factory Animation tick reductions can be slightly too aggressive
TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
On each level you'll now see a mysterious shipping container at 45% journey and if you choose to open the container, then a powerful foe will emerge that's worth blasting away to get all their resources! Four new Steam Achievements added as well!
A week before EA 0.3 was ready to launch, everything was looking great. And we told ourselves to stop. But then we couldn't help it and tried to fix a handful of bugs through the week, which of course, led to some unexpected things popping up.
Lesson learned - stop while we're ahead! But now we've fixed the fixes as well as added some balancing based on player feedback!
Bug Extermination:
Stuttering / Lag
We patched up a couple spots that were causing some big lag spikes. Things should be running very smoothly now!
Nightclubs
Would open without any drinks, which means no customers arrived. Now the Nightclub requires drinks to open
Fixed that the Coat Check wasn't appearing in BizMan or Econoview
Vehicles
Fixed Wrong Sound Effects for Mersaidi MGA GT, Anselmo AF90, UMC Desert
Fixed "slippery" handling for UMC Nunavut
Fixed issue where vehicles would drive extremely slowly
Fixed Electric Scooters wouldn't respawn until you reload
Fixed warehouse UI allowed players to "enter" (teleport) to the warehouse from anywhere
Misc
Fixed Paper Bags weren't giving any alerts when a cash register was empty
Traffic lights now display properly again, going Green > Yellow > Red > Green
Fixed MarketInsider was not properly showing the Providers / Demands of Hair Care Products
Fixed could enter a building under construction (Installation Firm) by entering through the elevator
Fixed an issue with Blueprints where packed furniture would appear as "undefined"
Added "BusinessType" to Blueprints for better sorting (old blueprints will need to manually add this filter)
Added Standing Digital Scale to Default Supermarket Layouts that included Fruits and Vegetables
Fixed a couple UI Display/Interaction errors
Clarified a few UI text, F1 Help, and Translation errors
Balancing / Clarification:
Wall-Placement Grid:
If you were in the middle of a big room when trying to place something on the wall, nothing was visually indicated, so it looked like nothing was happening. We added a faded-red indication of the item, even when your mouse isn't over a wall, so they players know that placement is active.
Hairdresser:
We started with fairly realistic numbers - 20/30 minutes per average haircut process, so 2-3 customers per hour. However, that led to an extremely high number of Hair Stylists and very low profit margins! Furthermore, players really liked having the options of two chair types, but felt punished that one was "worse".
So here are the new numbers:
Hairdresser Chair / Hairdresser Chair Modern - 5 Customer Capacity
Hairdresser Head Wash - 10 Customer Capacity.
This should cut your required Hair Stylists by nearly half!
Security:
In addition to fixing a couple little bugs, a few things were balanced/clarified:
Jewelry Stores required 3 fully trained Security Guards for maximum coverage. This has been reduced to 2.
Players weren't sure if they needed to have guards when the store was closed, so security now clarifies that the store is closed/secured rather than showing a lower percentage when the guards are gone.
Existing Camera Coverage is now indicated when you place a new camera. This would allow you to see what is already covered when you're placing additional cameras.
The amount of theft has been reduced. Thieves were a little too active.
Security Guards now have Security Vests to make sure you know they mean business!
Build 2049
A Couple Quick Fixes:
While fixing one issue for 2048, we apparently locked the freight trucks out of the warehouses. So we fixed that here!
One change we made to prevent overall stuttering, ended up causing lag when initially entering a building, so we fixed that one here too!
Conclusion
Thank you to everyone for submitting bug reports to help us get everything in good working condition. Be sure to let us know if you see anything else. But otherwise, we'll see you soon as we begin to tease what is coming next!