Hello Soldiers, happy to see everyone enjoying the new changes in the Memories of War update since last week. The new shotgun and cigar seem to be a lot of fun for everyone, as well as the new late-game challenges at the Sacred Memory shrine.
Today we have some bugfixes and tweaks based on reports from everyone throughout the week. Thanks for letting us know the issues, and giving lots of helpful info to track these down.
Critical Fixes
Fixed some audio positioning issues
Fixed some Lost Memory exit doors being not traversable
Fixed enemies stuck in crystals forever
Notable Changes
Add Cigars to Shooting Range
Add 0.5s invincibility after taking helmet shot
Add new Fire & Ice sacred memory
Fix gun sight lights not being correct
Fix legendary card not working with shotgun
Fix bear trap various issues
Please continue to let us know any issues or general game feedback, we're always around (but most responsive on discord -- http://discord.gg/funktroniclabs). Thanks!
Regular weekly update addressing minor issues put forward by users on the Discord as well as Community forums.
Made snake that appears near the toilet in Mission 2 now only appear when playing on "HARD" difficulty setting.
Improved aiming with iron sights when using the R4, FAL & Silenced SMG rifles.
Improved aiming with iron sights when using the Glock, ZC75 and M83 pistols.
Made third person bakkie camera mouse control adhere to the players current mouse sensitivity settings.
Added tooltips to crafting menu to show missing ingredient labels.
Added a ZC75 Pickup to Mission 4 as the weapon was previously only attainable in the shooting range and not during the story campaign.
Improved appearance of the Rare "Mufasa" Rifle only found in Chapter 2, as well as improved its ADS aiming alignment.
Spiders in caves are no longer mysteriously invincible.
Made leaderboards show the top 40 scores instead of only the top 20.
If your own score is part of the top 40, it will now be highlighted in red.
Game day/night time cycle length can now be set from the games menu. Minimum is 30 minutes, maximum is 120 minutes/2 hours. This is the amount of time it takes for 24 virtual hours in game to pass.
Made jackpot achievement trigger whenever you leave or save the game if your score is over 100,000 instead of only just when completing an enemy wave.
Made the tracking of animals in the tutorial easier and requiring less distance between them and the player in order to trigger the task completion.
Made tooltips regarding the braai and vehicle stay up longer the first time a player uses them.
Improved colliders in the shooting range for increased accuracy when testing weapons.
Some minor memory optimizations removing un-used elements in game scene hierarchy.
Improved "Bread" inventory item icon.
Small internal script optimizations and fixes.
Fixed a hole issue inside cave #2 that could cause you to plummet forever.
Fixed issue in both caves that caused items to infinitely spawn each time you entered without saving their state when you collected them.
Fixed rare/weird issue where going into caves caused your tent and identity document to double in number.
Added more information to hippo bonus mission tooltips to let players know to find a tranquilizer rifle by the waypoint instead of sometimes frantically searching the entire camp for R8000 to buy one first.
Made inventory item info text clearer.
Added numerical option selection for PC in caravan.
Added missing subtitles to final game section/boss fight.
Removed "Game Saved" message when in boss fight, tutorials or bonus missions when pressing quick-save since the game is not able to be saved during this time and the message is basically a lie.
Added a few more content creator Easter eggs.
Optimized R4 rifle GPU Draw Calls when using as a selected player weapon.
Fixed newly introduced issue causing ducks to not fly properly when scared by player as they did previously.
Completing the hippo bonus mission will now make the hippo totem used to access the mission from the shebeen in Mission 1 & 2 no longer appear to prevent players from unfairly farming points by repeating the mission over and over.
Fixed issue causing radio locator to not show nearest poacher waypoint in Chapter 2 when clearing out enemies.
Fixed issue causing subtitles to stick after completing game and also causing the final radio transmission prior to defeating the boss to play again.
Fixed the persisting issue of enemies sometimes spawning in trees or under rocks in Chapter 2.
Numerous small tweaks & fixes as always too small to be worth mentioning.
Fixed issues with excessively high frame rates in caves and other indoor areas even when using V-Sync
Slight tweaks to rhino stampede A.I. to not freeze when it cannot reach the players destination but to select a destination as close as possible to the players position to prevent unrealistic behavior when the player jumps to a place of safety during a stampede. Still a work in progress.
Added Steam Community Leaderboard support to show your high scores on your Steam profile.
Final Important Note:
Found a rare scenario, where clearing out all the enemies in Chapter 2 would prevent players from finding and fighting the final boss [? waypoint] while also telling players they had finished the game without defeating the final boss or giving the final achievement. Also players who had already cleared out all the enemies in Chapter 2, would not be able to locate the final area and boss without starting a new game. For players stuck in this situation, the game will now detect if the final achievement for completing the game has not yet been achieved, and set the game back to the pre-completed state and allow players to locate the final boss by following the [?] waypoint using their radio.
Microsoft Flight Simulator (2020) 40th Anniversary Edition - Ink
A new pre-release test build (1.34.14.0) is available now for those enrolled in the Sim Update 13 public beta. You can read the release notes on the forums here. Based on feedback from testers so far, we have noticed positive improvements in this build to the long loading time issue which we discussed in last week's blog post. Some testers also remarked that they are seeing smoother performance in 1.34.14.0 compared to previous test builds.
The Microsoft Flight Simulator Community Team will be at the Reno Air Races next week from September 13-17! If you're attending the National Championship Air Races -- the last year they will be hosted in Reno -- stop by our booth and say hello! We always love meeting sim pilots and fellow aviation enthusiasts.
Hi folks! A bit of a late notice, but Devil Peach Soda's early access release is being pushed back one week, to September 15th. The reason why is pretty simple: As a solo developer, getting the game ready for release has me stretched pretty thin, and small life complications have put me behind on my schedule.
The game itself is about ready, but the release needs a trailer, and I've got some news posts talking about the game and how it works that were shelved because I never found the time to record pretty gifs for them. So, the next week of development on the game will be spent finishing the a trailer, posting about the game mechanics, and polishing everything just a little bit more.
Hi, today we have your monthly update about the development of RAT MEMORY!
NEW CONTENT
Movement in water: Now you can press the jump button to emerge in water (I'm also planning to make the run button dive).
I finally changed the water effects, added ripples and splashes in time for this devlog. So here is what I managed to achieve:
I'm currently giving the final touches to the last level I made, set at night.
I'm also reworking the third demo level (the level that you have to find rats) to make it less demanding, less bugged and more natural looking (water helps to this).
GENERAL
Moved project to Unreal 5.2.
Thank you for the 500 wishlists! Dreamhack beyond helped a lot to achieve this!
While you're waiting for the next update of NTR'd By Clumsiness (which should release at the end of the month), I encourage you to check out my next game, A Promise Best Left Unkept, which will be released in less than a month, on October 2nd. If you're interested, don't forget to add it to your wishlist!
Prompted into action by the promise he made to his girlfriend a year ago, Harry finally made a huge breakthrough in his quest for success by scoring a major deal for his company, in doing so setting into motion his inevitable promotion. But what he didn’t foresee is that the byproduct of his unshakable resolve would unintentionally invite an undesirable presence into his life. The representative of the subcontracting company—his old bully from high school.
My next game, A Promise Best Left Unkept, will be released in less than a month, on October 2nd. If you're interested, please do take a look at it and don't forget to add it in your wishlist!
Prompted into action by the promise he made to his girlfriend a year ago, Harry finally made a huge breakthrough in his quest for success by scoring a major deal for his company, in doing so setting into motion his inevitable promotion. But what he didn’t foresee is that the byproduct of his unshakable resolve would unintentionally invite an undesirable presence into his life. The representative of the subcontracting company—his old bully from high school.