The fourth patch after the scenery update is now available with the following changes:
Graphics
Fixed Class 03 cab light again
Fixed grass distance setting to work again
Fixed level crossing gate animations for some workshop routes (Cumbria)
Changed automatic LOD generation algorithm to produce better results (especially for Pacer mod)
Fixed memory leaks caused by grass rendering system
Reduced lag spikes caused by grass rendering system
Editors
Fixed possible crash in train editor when a vehicle model has a truncated exhaust pipe
Fixed editor crash when clicking on "Save as new"
Fixed possible crash in editors when removing items from the side panel
Fixed possible crash in route editor when extending a road or a track
Optimised editors to open faster
Other
Fixed possible crash when restarting sim
Fixed camera movement to work properly when mouse pointer is over the "run complete" message
Changed fullscreen window to remain visible after alt-tabbing out of the window
Changed simulation to start in paused state
Removed scenery preloading because it was slow and unreliable. If you want the scenery to load fully before starting the simulation, you can simply choose not to unpause it at start until enough scenery has loaded
Adjusted thread priorities for single and dual core CPUs
Added number of CPU cores to HUD F1 info box
What's next?
The next update will be another small patch, focusing on editors and optimising the loading of custom 3D-models.
This chapter will include another large expansion to the story on the same level as chapters 1 and 2. Through our play testing, we estimate the length of chapter 3 to be about 2-3 hours. There will also be another new minigame that is split into two phases. The first phase will require thoughtful decision making that will influence the second phase. The second phase will be the most hands-on minigame in the game. Chapter 3 will also be the most character-driven chapter so far. We are excited for you to experience the backstories and developments of the characters in this chapter as the conflict boiling just beneath the surface in the Isolated Society finally begins to come to a head.
Along with chapter 3, as always we have tried to improve the overall quality of the game. There have been minor text changes and bugs fixes in the previous chapters (but nothing that affects the story, obviously). I have also optimized the memory management somewhat and added more quality of life features. One major feature I've added is the text log, which will allow you to read previous dialogue lines during scenes. This can be accessed by pressing 'L' when the dialogue box is open in the new update. We are also improving and cleaning up some of the art in chapter 1 with this new update. For example, Holly's design has been changed to better fit her character. A visual of what this looks like can be seen below.
Thank you so much for supporting the game.
-Robbie
Also, feel free to join our discord server to stay up to date with the game, updates, and community! https://discord.gg/fhQpjXraJw
Another week has passed, and we continue to work on the upcoming update for Knock On The Coffin Lid. There isn't much news this week: we've dedicated all our time to bug fixes and small improvements, which you'll see in the game very soon.
Are you really a UI designer?
Heated debates are underway in our art department as they try to choose the perfect UI for the glossary. Which version do you like more, travelers?
There’s no such thing as too many cards. Or is there?
We're sharing with you new cards for our archer before they take their place in the deck:
An elf, a dwarf, and a golem walk into a bar...
Oh, it's been a very creative week! The animated residents of the Frontier have been joined by:
The dwarf and his four-legged friend
The hospitable golem
The disgruntled father
There's still a lot of work ahead of us, but development is heading towards its logical conclusion. To stay updated with recent news, follow us on our social media.
Hi friends, We're skipping Feature Friday this week due to some team travel and focus on an upcoming feature arc. We'll be back next week with an update!
In todays Dev Brief we will give an outline of the new gamemode we are introducing in Resolve.
Last weeks brief left a lof of questions, so I hope this will give you some of the answers as we continue building Resolve. Therefore this brief is longer than usual and provides a lot of information on the new mode and our thoughts behind implementing the new mechanics. So take your time and ask questions if you have any and we can give you the information you want.
First I will go into our thought-process behind making the mode, and then there will be much more details, and at the end is a scenario of how it could all play out.
As always Resolve is a work in progress, everything is subject to change and we want to build the game with your inputs.
NEW TESTING MAP There is a lot of new stuff to show, and one of them is a new map we will be using for the upcoming tests. The details of the map is too much to fit in this brief, so we will get into all that another day.
NEW GAMEMODE We are keeping everything we have built up to the tests back in March, and now we are adding a new layer on top to create more interesting fights and matches. As always it is still subject to change, but here we present our intended direction.
In the mode you will be fighting for control over freshwater, which becomes the center for your tactical and strategic decision-making.
Group up You will start out without a team or a squad, and have to interact with other people to group up and secure a water source on the map.
Secure Water Having water enables you to establish a team, so you can coordinate your attack and defense, and secure additional sources.
Fight for dominance The goal of the game is to fight for dominance of the map, secure your supplylines against raiding teams and fill your water supply.
This game mode has been created to address the shortcomings that were identified during the playtests. Most noticeably the lack of reason to communicate, endless meatgrind and repetitive matches. The main goal is to create a very engaging experience that the other mode could not:
Create more unpredictability.
Each game becomes a story of camaraderie with your group.
Create a sense of progression throughout a match, more than just capturing points.
Every game should play out differently.
Clear and tangible objectives.
Simple gameplay ruleset that is easy to expand.
To do this we have left the Conquest-style point capture game mode, and haved moved to a ressource-based system, where the most important ressource for your team to control is Water.
Water was decided as the main resource in this game mode, since it is immediately recognisable as something that requires collecting, transport and storage. It could have been fuel, but we may implement that with a different system in the future. We want to explore more game modes that are not necessarily based on water as well.
Water is the main objective in the game mode.
First team to fill their water storage wins.
Controlling water allows you to establish teams and spawn points.
Water is required to spawn.
You can steal water from other teams.
If you run out of water, your team is disbanded.
Water can be secured at Wind Pumps that are scattered around the map.
You enter the map without a squad or team, and have to group up with other people to find water.
When you have found water, you will be able to establish a team.
CREATING A TEAM When you have secured water to establish a team, the game becomes all about building and maintaining an army, while asserting control and fending off attackers. There is limited base building mechanics in the game currently, and this can be expanded based on your feedback. We also intend you or your clan to be able to customise the appearance of the faction to your preference.
When you establish a team, you pick a faction.
The faction determines the classes and loadouts you have available.
A team can have multiple squads.
We intend clans to be able to use their insignias.
GAMEPLAY SCENARIO In the game mode there will be a clear progression as the fighting and battle develops. Teams will be established and demolished, rivalries will form, and we hope the fights will be tense and brutal.
The game starts with a randomised setup that dictates favourable areas of the map that you can decide to take control of early or avoid.
The amount of water available on the map scales with player count.
And the location of the water pumps is random each game.
Early Game In the early game, people will be grouping up and taking control of water sources on the map to establish teams. They will fight or avoid each other as each team gathers information and figure out their strategy.
Mid Game In the mid game you will have to fight for control of the map, and defend your watersupply against the enemy. All while building momentum, locking down the map and making sure you can sustain the pressure till the end. Or you can be an annoying pest and harass on your own.
End Game In the endgame grievances have formed and smaller teams may focus their attention on disrupting the dominating power on the map. A large team needs to control more water to sustain itself, and is easily overextended.
We hope these mechanics create an interesting dynamic of risk and reward. At this stage we can only guess how it will play out with a large playercount, and can’t wait to see it in action!
Until next time This is just the outline what we intend with the mode, we have many ideas on how to expand it, and are keen to hear your thoughts and ideas.
As always we are available in the discord to answer any question you may have. We will be testing this new map and mode with you as soon as we are done internal testing, in order to get your feedback, so we can create the best experience possible.
Action! - Gameplay Recording and Streaming - Mirillis
Hi Everyone,
We have finally added the possibility to display all URL overlays (widgets) on HUD. You can now monitor everything your viewers are doing (like becoming a new follower, giving a tip or chatting) without taking your eyes off your game.
Since this version it is also possible to use the CTRL + SHIFT + F default hotkey to make the real-time preview enter full screen mode. Two or more monitors are needed to use this mode.
Hey guys, it’s time for another Foundry Friday. This week, I am your host Yog(Cheerio). Today we’re going to be talking about changes to the in game map to help you keep track of the new resources deposits that you can discover in Foundry:
Previously on Foundry Fridays
On a previous episode of FF, we showed the new ore veins that you can discover by scanning the world:
There are also more ore patches to be found below the surface:
But now that we have all these cool things to find, we need a way to keep track of all these valuable discoveries.
Map Improvements
Coming across a new resource deposit is great but sometimes you’re in the middle of untangling a big ball of spaghetti and you want to keep track of your fancy new discovery for later. This is where the new map features come in.
The first thing you might notice is there are now map layers on the right side of the map. So even though we’ve added a lot more information to the map, it’s always possible for you to turn off any information that might be in your way:
The next thing you might notice is this outline which represents the scanned areas of the map:
This represents the areas that you’ve scanned with your scanner.
As you scan more of the map, any resource deposits you come across will be displayed with an icon:
Sometimes, you might scan an area, there might be resources in the area that can’t be scanned until you unlock the appropriate research. In these cases, you’ll see the approximate location of the resource:
And then finally, once you unlock the appropriate research, the resources in these areas will be revealed without having to go back and rescan the area:
In Summary
Hopefully this gives you a glimpse of one of the tools available to you when exploring the world of Foundry. If you have any thoughts, please come join us on our discord.
Join our Once A Tale Discord Server and become a part of this growing community of fairy tale enthusiasts, puzzle solvers, and adventure seekers. Here, you can:
Stay Updated
Get the latest news, updates, and sneak peeks about Once A Tale straight from the developers.
Connect with Fellow Adventurers
Engage in discussions with like-minded players, share your theories, and discuss your favorite moments from the game.
Exclusive Content
Gain access to exclusive content/news, activities (possibly including beta testing), and events that are only available to our Discord community members.
Become a Part of the Story
Participate in interactive events and discussions that let you influence the development of Once A Tale.
And Much More!
Our Discord server is the central hub for all things Once A Tale, and we can't wait to welcome you into this enchanting world.
Join us today and become a part of the Once A Tale community. Share your excitement for the future release of Once A Tale, get exclusive insight on the behind the scenes of Once A Tale and help us create a warm and welcoming community of fellow fans!
...and we're back for this year's last summer episode of Weekly Apart. To set the mood for the upcoming fall season we're inviting you to take a walk down memory lane all the way to the humble beginnings of Dawn Apart in 2021. Back then the game still was tentatively titled Farpoint until we became aware there was a (pretty good) VR shooter out there that went by the same name.
Today we want to compare the early prototypes and concept art with the current state of the game as it is right now. We're still have a long way to go but sometimes it's good to take a breath and look back to where it all started and how far we've come:)
Tldr: watch this YouTube video for side by side comparisons (we know people love these) - and while you're at it please don't hesitate to leave a follow so we can keep you posted with more videos of visual progress in the months ahead.
In the summer of 2021 the first conveyor was placed on the surface of the then still unnamed planet. As you can see in the screenshot above those were literally quite dark times. All you could do back then was place conveyors belts and some drills on this rugged square of alien land and hope the best before the prototype eventually crashed. But our core idea - build huge factories in an extraterrestrial, isometric voxel world - lived on.
Before we actually were able to build our own assembly lines and factories we envisioned in various voxel dioramas the look and feel of the type of buildings and machines we would like to see in our game. Back then it was decided to focus on the ability to build vertically and include options to create your own factory halls with multiple floors and access points.
Inspired by games like MGS 3 or Ghost of Tsushima, we also decided early on to add to the atmosphere of the planet (by now named Aurora) by including movign grass, plants and trees that are not just simply there but affected by forces like wind, fire or player actions (above you can see an early iteration) To increase the interactivity of our world even more, we also added a grid-based terraforming system that allows you to dramatically change the surface of Aurora.
Another early focus was to refine one of the core elements of any automation game: conveyor belts. So to get your resources from point A to point B in the most logical and satisfying way, in early 2023 we added conveyor dragging mechanics that are 'intelligent' and dynamic while still highly versatile and sandbox-y. As you can see in the video above, when dragged, conveyors automatically adjust to the terrain below or objects in their way, including going over or under other conveyor belts.
Finally, around the same time, we began testing a destruction physics system which takes in upcoming damage of an object and figures out how exactly it should fracture. So for example, when a space marine riddles an It'ak hood with bullets, each projectile will create rays with a given force and trace through the object decreasing its force based on the physical type of the voxel it hits (you can read more about it in this Reddit post).
These were just a few of the many milestones we reached in the last two years (you can read more about these and other additions to the game in this very series of dev blog posts). Looking back it is amazing to see how much the game has changed when you compare a build from a few a months ago with the game that we showed off in our exclusive Discord preview streams. Of course there is still plenty more to develop, conceptualize and implement, so make sure to check again next week when we can hopefully show off more new exciting stuff!