in the last two weeks I have been working on the UI of the Menus and the Player HUD itself to make everything more clear and easy to understand. I have changed some controls for the gamepad and the way you interact with the menus and shops while using the gamepad. It should be much easier now and it should be way more fun! Furthermore I have made some improvements in the Tutorial and every Player has to play the Tutorial again before heading out to fight Monsters! Some Bugs have been fixed and the next bigger Update is set for the 16th of October. Maybe with some new content again! Stay tuned.
I wish you all a great weekend! ːsteamhappyː
Fixes, Changes and More
Fixes:
Mr. Veggie - fixed a bug with the veggie superpowers
Tutorial: - fixed a bug where the last screen was not showing correctly and had no graphics
Changes:
Main Menu: - complete UI change - from buttons to panels eveerything is new and looks better - easy navigation and easy to understand
Pause Menu: - complete UI change - from buttons to panels eveerything is new and looks better - easy navigation and easy to understand
Shop: - changed the look of the shop - added button descriptions and Gamepad Navigation
Player HUD: - changed some graphics and made the icons for gadgets and specials way smaller to give some more screenspace
Ongoing:
- more maps (thanks to the new layout there is lots of space for more content) - GameMode 3 - bugfixes
The basic Cards System is finally in place with a lot of improvement to the clarity and readability of each card.
It only supports buying "Single Use" type of cards for now. I was originally planning to include all types. But I didn't have the time to do it. So it was pushed to the next build.
The cards freezing function is working and you can freeze cards and buy them later.
There is a new indicator that shows up next to your health whenever you step into the poisonous "Unholy Waters" to show how long you can stay in there before losing health.
The Stamina auto refills when you finish a room now. So that the player only runs out of Stamina when they use demanding weapons and attacks, not because they survived too many rooms. It's there to balance each encounter. Not to be a survival game mechanic.
After some testing, the Biome length has been reduced to 15 rooms. As 10 seemed too short and 20 was a bit too long.
The "Effects Volume" option is finally working correctly and there are a bunch of new sound effects here and there.
The editor menu is there but it is in its infancy and can barely be called a "work in progress" However if you feel like checking what is to come, it is there.
Fixed a bug where the enemies can cause damage while you are rewinding.
That will be all for this update. Let me know how it goes, Peace!
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This week’s update sees some love for Outpost mode, although these new features (such as Shields and Resource Packs) are also useful in every game mode.
Notable Improvements
Added a fix to prevent prospectors falling through the terrain around crevasses in arctic biomes
Exotic Resource spawning has changed. Now at least one Red Exotic Vein is always guaranteed on Prometheus
Fixed an issue which was causing giant or tiny prospectors after interacting with the Terrenus mount
SMPL3 Quests now grant some Ren as a reward
SMPL3 Quests are now triggerable on Outposts
This Week: Outpost SMPL3 Quests & Ren Rewards
One part of the launch of our Icarus: New Frontiers expansion we’ve been pleasantly surprised about is the popularity of Outposts. Outposts are smaller custom maps with fewer threats and regenerating resources that are ideal for building bases in or simply a more chilled game experience. We added several new Outpost maps when we launched New Frontiers and are adding a new one, Arcticus, today.
To give you even more to do on Outposts, you can now do SMPL3 Quests from the Outpost game mode. As always, you can do them in Open World mode too.
Furthermore, SMPL3 Quests now provide anyone online at the time of completion a Ren reward, to spend in the orbital workshop. Prospectors will receive 10 Ren for easy, 20 Ren for medium and 30 Ren for hard quests.
This applies in both Open World and Outpost modes.
This Week: UDA Resource Supply Drops
Want to get a head start on resource gathering?
The UDA have added UDA Resource Supply Drops to the Workshop, so you can buy a pack of resources with Ren and bring them down to the planet in your loadout with you or call them down using the Orbital Exchange Interface.
They’re perfect for getting resources sooner on Outposts, but are available in any game mode. Wood, Stone, Oxite, Sulfur, Silica, Platinum, Titanium and Coal Resource Supply Drops are available. They may be pricey, but provide quick access to resources if you have the Ren.
New Content: The ARCTICUS Outpost
One of our Outposts we released wasn't ready in time for the New Frontiers launch but it has been finished and added this week, this time featuring the Tundra biome introduced in the Prometheus map.
The Arcticus Outpost is a handcrafted 1x1km tundra map with lots of great spots for a base. Its scenic landscape of slopes gently downward into a large valley with deep crevasses and lightly snow-dusted forests. Looking up, you'll find an imposing mountain that overlooks the spacious valley below which is home to an impressive number of caves.
You can buy it as DLC separately or as part of the Outposts Bundle.
Higher tier shields that protect you during more challenging encounters are here.
The Carbon Fiber shield, available at Tier 3, is strong but agile. Its strength blocks up to 90% of enemy damage while still having a decent block radius (90%).
The large Composite Tactical Shield, available at Tier 4, has a wide block radius (200%) and the same strength as the Steel Shield (a 75% block percentage).
Coming Soon: Hypatia
Some of this week’s changes prepare things for our next big free update, named Hypatia.
Hypatia will let you trigger Operations on Open World mode in every map. Operations in Prometheus' Open World mode have proven very popular, so we’re adding them to the Olympus and Styx maps. This is a big step that essentially combines the focus and rewards of Icarus' Missions with an Open World where you can keep your base permanently.
This week’s changes to the SMPL3 Quests being able to earn Ren and be triggered from any game mode allow us to start implementing Operations on every map.
Next Week: One Upgradable Mission Device (C0NT4CT)
We will soon have SMPL3 Quests, Operations and Missions available for every map. To keep things simple we’re introducing a single device (C0NT4CT) that you can upgrade to access each of them. As you upgrade C0NT4CT, it will become your one-stop shop for Operations and Quests and to access Missions from the surface too. You’ll only need one mission device instead of three.
Support our Project
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Adding new UDA Resource Supply Packs in the workshop
Adding ability to do SMPL3 Quests on Outposts
Updated recipes and stats for all new shields, unlocked Composite and Carbon Fiber shields
Update durability on new shields
SMPL3 Missions can now reward Ren
Added new SMPL3 Mission Complete popup that tells you how much Experience and Ren were earnt by completing the mission
Set SMPL3 mission Ren rewards to 10/20/30 for easy/normal/hard difficulties
Adjusting the Names and Weights on the UDA Resource Packs
Added mission completion exp icon
Adding Ren Reward UI element to the Dynamic Quest Selection Display
SMPL3 Quests are triggerable on Outposts & Open Worlds but not Mission Mode
Fixed SMPL3 mission Ren reward being scaled by mission difficulty twice
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Fixed [expand]
Adjusted Drac carry animation to better line up with the players hands, needs investigation as to why the legs no longer move with locomotion anims while being carried
Adding saddle creak clink audio for riding saddled mount. Audio and event, no current implementation
Update the current storm weather warning to show the current storm tier icon
Added time on prospect to inventory screen, so players on persistant prospects can know their time on that prospect. Works for all game modes
Fix creature vocalisations not playing for clients if AISetup row hasn't been set to a default in the creature character blueprint. Tweaked AIVocalisationComponent initialisation flow so that it works more reliably for both server and clients
Fixed fishing in prometheus arctic (Adjusted the spawn config colour json to match the actual colours in the heightmap for prometheus arctic biome)
Added Salt based Gunpowder recipe, requiring 1 salt, 1 charcoal and 1 spoiled plant
Added refund for Inert Volatile Substance to grant 1 salt
Added RefundOnly recipe set to be used to allow refunds but no crafts
Applied correct textures for Acidic Gland material
Fixed Frozen Ore using Fiber drop mesh
Update names of Obsidian, Cold Steel and Miasmic Throwing Spears to be correctly named Javelin
Added half pitch icons to clay brick half item icons
Added data table validation function to throw a warning when colors in the spawn map are mismatched with the spawn zones colors
Added Platinum and Titanium Deep Mining Ore Materials and Textures
Adding biome specific grasslands rain event which automates based on intensity giving a better feel for storms and more appropriate for the biome
Fix Caves Not Listed In Prometheus Bestiary
Lowered Miasmic Arrow break chance to 10% from 20%
Fixed Obsidian and Cold Steel Arrows break chance from 90% to 15/10%
Added attachment slots to all Sledgehammers
Quests now only call the event 'QuestAbandoned' when actually abandoned instead of also when quest ends normally.
Mission 6 clean up (Both traitors, 3 cave icons, G15 device, 5 blood clues) all get deleted when their parent quest gets deleted.
G15 camp and base now persist after mission is completed but destroy after you abandon the quest
Level clean up of painted foliage ore (developer purple)
Removed duplicate lava voxels from cave in Purple dev quad. Added new utility widget to aid in tracking down foliage instances that are placed in the same world location
Removed more duplicate voxel foliage from Developer quads Blue, Green, Purple
Fixed mounts not eating from food troughs with only Animal Feed in them
Exotic node spawn locations no longer have to be authored in each D_ProspectList row; an absence of defined spawns will mean that all in-bounds meta spawn locations are selected from. In the case where all meta spawns are valid, at least one red exotic is guaranteed on Prometheus terrain
Fix an editor utility that has broken the build
Fix an issue where players would grow after mounting a horse
Swapped Left and Right window icons for new building pieces, as they were flipped
Fixed Larkwell Ballistic Bolt having 0 break chance
Fixed Miasmic Throwing Knife showing as Titanium Throwing Knife
Fixed a crash case when leaving a prospect via dropship
Prevented voxel rebuilds of fully mined voxels during loading of map tiles
Stone voxels that are fully mined are no longer saved as they can't be regenerated by a Thumper later
Prevented retaining recorders triggering an async flush due to renaming
Removed invalid pins in W_EditorUtility_QuickSelect to fix build validation
Fixed issue with nav jump links for crevasses causing contained level to never get properly garbage collected
Moved level garbage collection check from game state to game instance
Temporarily disabled jump links on crevasses as it was causing the map tile to not be able to be garbage collected after unloading. This was then causing map tiles with cravasses to not be able to stream back in correctly if returned to, resulting instead in only the LoD for that map tile being shown (which has no collision)
Adjusting Costs for UDA Resource Packs
Adding new WorldStat IsOutpost for quick lookup
Un-flipped weather icon of current weather event. Icon now correctly shows the same orientation as expected
Prometheus: Fixed Exploration missions using Beachday weather pattern, now correctly use MidPeak to have varied weather
PRO_Story_1: Updated weather to use MostlyMild, slightly more varied than Beachday (adds an extra +1 tier storm)
PRO_Story_2: Updated weather to MidPeak instead of Beachday, to bridge the gap between mission 1 and 3
MAGMATIC: Updated weather to Suprise_Mild, notably this adds a +2 tier storm
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Future Content [expand]
Added lava hunter stone statue material, textures and static mesh
Rotated a Cave in C1 to prevent players being stuck in the underwater animation and Fixed a Seam between the landscape and a Cave, Tecton
Updated Equix trophy with mesh masks and improved Gfur LODs
Updated blueback trophy with mesh masks and improved Gfur LODs
Added art assets and blueprint for Drac trophy
Added art assets and blueprint for Stonejaw trophy
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
Small improvements and adjustments to spear and arrow impacts after velocity removal. Created generic throw event to be used if necessary to improve throw intensity. Not currently in use
LC Macros - tweaks to snow materials, added mesh variants of macros with snow materials
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
Adding non-voxel versions of SML and MED LC rocks for Phase 3 prototyping and testing
Added chala trophy to the project
Added chamois trophy to the project
Added roat trophy to the project
Added cave worm trophy to the project
Added pronghorn trophy to the project
Ice Building Tier prototyping - added MA_BLD_ICE, WIP replacement textures for stone wall kit
Submitting in progress developer assets
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
Log a hash of pak file detail on the title screen
Updated naming of the proghorn trophy shaders to correct naming
Change the way hashing is generated for meta pak details (use UTF-8 string encoding)
Submitting in progress developer assets
Added arid striker trophy to the project
Added snow striker trophy to the project
Added crocodile trophy to the project
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
Landscape Sculpting Pass, Added New NOVOX PFS, Adjusted The Rock Values and Cliff Pass, Red Quad, Prometheus
Setting up and Adding Larkwell Armor Alpha (current stat setup is fall damage mitigation, stamina regen and overencumbrance penalty reduction, subject to change), feature locked out
Adding Item Icons for the Larkwell Alpha Armor Set and adjusting talents
Added DEP_T2_Communication_Device with animations
Adding Workshop 'MXC Cot' adjusting stats and adding workshop talent and price, feature locked for now
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
Adding Rustic / Raw Wood Lamp
Adding Rustic Signs and their 3 variations, feature locked out for now
Added brutalist living chair to the project
added brown bear armor, BP for gfur, 1st and 3rd peson sk meshes, materials and textures
Added Brutalist bed and brutalist base materials and textures to the project
Adding Brown Bear Armor, Feature locking out for now
Replaced brown bear armor 1st person arms with correct rig
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
Adding Inaris Canteen, feature locking out
Adding Chefs Backpack, Farmers Backpack, Explorers Backpack, Icebox Backpack, Medic Backpack and Tech Backpack Items and Workshop Talents, Feature Locking out
Added Deep Mining Ore materials and textures for Oxite, Salt, Stone, Clay, Scoria, and Obsidian
Thank you all for your support and patience! This week, the Chaotic Monkey King skin is making its stylish debut!
Before starting the game, remember to choose the Chaotic Monkey King's appearance and show off your skills!
You can try Journey to the West on iOS here in Apple Store!
Adjustments
We've added more opportunities to earn evil points in the story mode, so you don't have to worry about not having enough evil points to enter the fourth chapter anymore!
If you choose to assault Huangshi Gong, you will gain 1 evil point.
If you steal Longevity Fruit from The Temple of Five Pillars, you will gain 1 evil point.
If you choose to rob in the Flood of Gold event, you will gain 1 evil point.
If you choose to join the Demons in the Ten Demons event, you will gain 1 evil point.
If you choose to sacrifice a companion in the Wrath of the Hundred Demons event, you will gain 1 evil point.
Bug Fixes
Fixed some issues with event explanations.
Fixed text issues when converting card rewards to HP rewards.
Fixed the visual effects issue with Grey Bear's strike on the player's side.
Fixed the English explanation for "Luck Comes in Pairs”.
In the original City Car Driving, passenger transportation is the second important game activity. Just like cargo transportation, taxi driving has been significantly changed.
In the original City Car Driving, passenger transportation is the second important game activity. Just like cargo transportation, taxi driving has been significantly changed.
Passenger transportation is available at any time in the game, but thanks to many new features, taxi driving has a slightly different pace of the game.
To start taxi driving, you, as in the case of cargo transportation, just need to use the in-game phone. Differences in the game modes are already noticeable at this stage.
You have an application on your phone that is almost identical to real taxi booking and taxi driver applications. When you select this application, an interactive map of the city will appear on your phone, showing points with passengers.
For each passenger, the points to pick them up and to deliver are shown. In addition to these points, passenger rating will be shown. The rating is an indicator for you: which passengers are good and which are not; which will be easier or harder to deal with.
Each time you enter the taxi application, or complete an order, the location of customers will change. Unlike in the case of cargo transportation, you will not have the opportunity to choose your favorite route. For each new passenger transportation, it will be necessary to optimize and recreate the route.
In the first part of City Car Driving, passenger transportation was a full-fledged game mode, including due to such a parameter as “passenger mood”.
Thanks to your feedback and a lot of “how it works” guides from the community, we were able to take into account the errors in the implementation of the “passenger mood” mechanics in CCD2.
Now the system is implemented in the following way: each passenger has their own list of wishes and requirements. There are customers who are the least picky about your car. They practically do not react if you arrive in a damaged or dirty car, they do not care how long the trip lasted, and how many times you stopped at gas stations.
The mood counter is not as sensitive and does not cause you, for example, to lose all your trip progress if you do not turn on the turn signal when changing lanes.
Depending on the condition of your car, the style of the trip, as well as the passenger themselves, this parameter becomes more predictable at the beginning of the trip and clearly signals the actions that can and cannot be allowed in taxi driving.
If one may say so, now the parameter of mood has turned into a “difficulty curve” that is predictable and, most importantly, maintains interest.
Taking this opportunity, in the topic about taxi driving, we will show the answer to one of the many comments: “The roads in the city are not uniform and include not only narrow streets.”
As with cargo transportation, there are various taxi modifiers that influence driving. And it’s not just the mood and requirements. Here are some examples:
The passenger asks to stick to the average speed X and drive at it until the end of the trip
The passenger asks to reduce the speed to X and drive at it until the end of the trip
The passenger asks to pass through certain sections of locations
The passenger asks to stop at a certain place before reaching the final destination
The passenger can ask to pick up other passengers
While it is clear how all the modifiers influence the game, the last one listed should be reviewed in more detail.
In CCD 2.0, taxi driving is no longer limited to one passenger. Now you can choose a car for several passengers and pre-select orders with more than one customer. In this option, the mood counter is kept as one, but takes into account the desires of each passenger. Often, if you take an order for several people, several points appear at once where each person should be delivered.
Work on the location is not yet fully completed. For example, our embankment is not ready. The entire street is at the concept stage.
All mechanics in total provide a different experience than working as a courier to transport goods. In the taxi driver mode, your pace of the game increases, and the difficulty of completing the task grows. All this happens gradually, depending on your skills. This system provides a comfortable pace of the game for novice drivers, and a worthy challenge for experienced motorists.
Each of the game modes described above is designed to give you a different driving experience.
Developers Logs are published every two weeks. Don’t miss them!