Long time no hear, huh? It's high time to change that! As a token of our appreciation for sticking with us and continuously fueling our progress on Exekiller, we want to keep you in the loop about our progress at least once a month!
So, even though this is the fourth Dev Diary, consider it a sort of a fresh start! The first of many that will gradually bring us closer to the big day in 2025, when our game will finally debut.
Let's kick off right from the beginning! Here's what has been happening with us lately!
Fashion always matters!
First of all, we are constantly working on fashion. In the past few weeks we've been heavily focused on clothing items and essentials within the post-apocalyptic world.
Take a look at the leather coat that some of the outlaws will wear. It seems to resonate perfectly with their demeanor and brings a unique aura to their look. It's likely that foes will have second thoughts before venturing into their path, agreed?
And if the presentation alone doesn't convince them, we're more than willing to treat them to something stronger! As luck would have it, we've recently been working on a 3D model of a grenade - a truly explosive toy.
Moreover…
Certainly, visuals matter, but what would game graphics be without proper animations? In the past few weeks, we've also dedicated our efforts to this aspect, focusing heavily on grenade animations.
That’s not all!
Did you make it this far? Know that we greatly appreciate it! As a reward, we have a little surprise in the form of a Staten Island concept art. As you can see, it's very atmospheric.
And even though you'll often encounter many dangers there, we're striving to make the exploration itself a unique experience!
In the end...
As you can see, a lot is happening! And while the road to the release is undoubtedly long, we're continuously working on implementing various features, big and small, to bring Exekiller closer to perfection.
If you want to actively participate in the game's creation, we encourage you to join our Discord. That's where information surfaces first, and you can have direct conversations with us. Don’t hesitate - click here and join now!
The long-awaited update 10.1 is available now. After a long beta test phase we make the long-awaited sound update playable for everyone. We have reworked the DT5 sound with the support of Linus F.! Of course there are other improvements besides the sound update.
As always we have summarised the most important changes for you: ▶️Sound DT5 vehicle sounds have been completely reworked Startup sound was completely reworked Interior and exterior sounds now sound differently Curve sound behaviour was reworked Engine sound was completely reworked, Inverter is now audible Dropdown buttons now have a click sound Sound bar didn't catch all sounds (IBIS sounds were still there after reducing to 0)
▶️Localisation Timetable mode had some errors that were not correctly localized ("Nach Barmbek", "Fahrten")
▶️Rails Problems that caused gaps in tracks have been fixed Irregular spacing between sleepers has been fixed Tracks no longer look angular on track curves with a small curve radius Gauge of the tracks has been corrected Mesh generation of switches has been reworked Switches: The placement of frog, wing rails, closure rails and blades has been revised Switches: The length of the sleepers has been corrected Switches: The sleepers of the branching tracks no longer overlap each other Switches: Switches had not been generated on some branching tracks Several internal fixes in the railway system
▶️Other Fixes Station info screens no more show terminal stations as intermediate stops Removed some objects near KE Updated some screenshots in the main menu Added the option to restart the service after running into a red signal Fixed an issue between MU and HS where the train did not drive on the tracks Spawnpoint SA reverser was removed from the main menu The gap between train and platform in SL was adjusted The runway in WK reverser does not intersect with the train anymore Spawnpoint in WK reverser was adjusted so the signal can be seen easier Fixed missing gravel in HO and EP
The September patch - EA.1.2.0 (#23490) has finally arrived and includes some new items, fixes & QOL improvements!
NEW ITEM: The Repair Thrower
Finally, the upgrade for the humble Repair Patch has arrived in Forever Skies! Players can find the blueprint for the Repair Thrower in a new room in the Underdust biome, complete with its consumable “ammunition”, Repair Foam.
The Repair Thrower is a more advanced, methodical and satisfying method of fixing damage to your airship base, than the Repair Patch. This new tool even comes with a handy radar device at the back, that guides you to the damaged parts of your airship.
New room added to the Underdust where you will find the tools blueprint and other useful items.
NEW ITEM: Damaged Boxes
You will now find boxes scattered around the world both above and below the dust. These boxes contain useful items inside. However, the box itself is damaged, meaning the player is unable to access the contents. These boxes will require fixing with Repair Foam first in order to claim the items inside!
FIXED: Pet Now Obtainable If Missed
Tell me if this sounds familiar, you were exploring the tunnels in the Underdust until you were attacked by a Mantis. This caused a *mild* panic and you got out of dodge the first chance you got. Except wait, you later found out that the pet was not accessible to you because of your earlier *ahem* “tactical retreat”. Well fear no more, we have fixed this error. The pet can now be obtained if you missed it the first time! It can now be found waiting for you in the tunnel, just outside of where you first came across the Mantis’. So head on back to claim your new pet.
QOL IMPROVEMENTS UI & HUD:
Remove HUD option has now been added! Now you can take screenshots of the beautifully damaged world, or perhaps your behemoth Airship without the HUD getting in the way!
Other improvements have been made to our UI, including improved stack splitting! Stacks now split in half, not just by single items.
We will be broadcasting live on 9/20 (Wed) from 8:00 PM (JST/ GMT+9)!
Live Program Web Pages
Live Contents
Schedule
9/20(Wed), 2023 at 8:00 PM (JST/GMT+9)
MC
Pillow Kitagawa
Cast
Toram Online Producer Suzuki
Latest Info from Suzuki P!
Challenging the new boss of the Taste of Autumn Event
Presents for Livestream Viewers! Only Available Today!
*Only the players who enter the livestream "keyword" at the determined place during the specified time are eligible for the gift. *"Keyword Gift will be sent at a later date!" will be shown when the keyword has been received. *You need to enter the "keyword" exactly the same as instructed. You will not be eligible for the gift if you make some changes to the keyword while equipping certain avatars. * If you are playing on a platform with an active 30 Days Ticket, the deadline for entering the "keyword" will be extended by 10 hours.
*The live is broadcast in Japanese language only. *The contents of the broadcast and the cast are subject to change without prior notice.
This September update brings you a whole new system: the Weapon Customization System!
Introducing the Weapon Customization System:
The Weapon Customization System is a brand-new feature that allows players to customize the skins of their weapons.
Customize your weapon skins to make them your own!
Before diving into Weapon Customization, let's watch the sneak peek of Weapon Effect Customization: AF-90 SAS!
Weapon Effect Customization: AF-90 SAS
How to customize weapons:
There are two main ways to improve your weapons: 1. Record kills and assists in quick match mode to earn EXP. 2. Use the same skin item as a material in the weapon customization menu to gain significant EXP. Tip: You can now use duplicate/same weapons as a source of EXP, so you can maximize your weapon EXP and Kill and assist Points efficiently!
List of weapons with the Weapon Customization System:
After the September update, the Weapon Customization System will be rolled out for prioritized select weapons.
TC-9 SAS
AF-90 SAS
ML SC5 SAS
First, all players with the Free Battle Pass will receive 100% access to one Weapon Customization System-enabled skin.
Players who purchase the Paid Battle Pass can access three skins with the Weapon Customization System.
In addition, more released skins will be available from the existing Premium tier skins. After the September update, two additional new skins will be released, so stay tuned.
How to apply the Weapon Customization Item:
Note: The image is for reference only and may differ from the actual game screen.
1. When you enter the Weapon Customization menu, you'll see the weapon's level information and cosmetic item information.
Selecting each tab will list the corresponding items, and each cosmetic item will be labeled with its name and itemization. Clicking the Buy button for a cosmetic item that you have not yet purchased will make it available to spend points and use for motivation. Note: Once you click the Buy button, you will not be able to get your points back, so please be careful when purchasing items.
2. Each weapon may have different types of customization items available for purchase. The maximum level varies depending on the types of items that can be purchased.
3. The maximum level depends on the number of Customization Effect Taps each weapon has, from a maximum level of 20 to a maximum of 50. Users can purchase weapon customization items with the points they receive whenever they level up the weapon. Players earn 1 point for each level increase, which can be used to purchase items.
4. All customized weapons will be labeled as "MAX" for maximum leveled weapons in your inventory, where you can see your current level and level experience gauge. Once maxed out, all cosmetic items will be unlocked, and each weapon will have a different number of available cosmetics, as well as a different number of points required.
This is the first new weapon progression system in AVA Global, and we've put a lot of work into it. We hope you enjoy it, and if you have any suggestions, we'll be sure to take them into consideration.
*Please note that the content introduced above may be subject to change due to internal reasons.
Time for another patch to fix some of the more prominent bugs as well as some more balancing tweaks across the game. It's worth mentioning that the dungeons are now a decent amount easier since the original update launch. We've made several tweaks across enemy damage, weapon damage, boss fights, and healing items, all which make the balancing more appropriate now.
We realise there are currently some issues with the achievements, we are working on getting those all sorted for the next patch.
The next patch will be a few days to a week out, as I will be including some new features in it. Such as an updated respawn system, and potentially looking into changing the building controls to allow more freedom of movement, among other things. We are just focusing on bugs and improving the player experience right now, before we get to work on the next phase of content coming in the next couple months.
~ Julian
+ New additions and changes this patch:
Added new machine parts recipe to smelter.
Raised damage across all the Glaive attacks and abilities.
Raised damage across all the Claymore attacks and abilities.
Raised damage for leaping smash attack on the Hammer.
Lowered damage across Sword abilities.
Lowered chop/mine damage for shield and torch abilities.
Halved the time Dozers are in their invulnerable rolling state time for.
Regular Void Troll boss no longer throws molten dozers and instead throws regulars dozers. (The fight is now a bit easier)
Updated mushroom grow times. (They were way too quick)
Added new cave tutorial screen to remind new players they can build in the new caves.
! Bugs and issues resolved in this patch:
Fixed armor status effects stacking up incorrectly and having strange behavior.
Fixed shields showing blank stat modifier in player window.
Fixed "The Gods Have Spoken" sometimes giving errors causing strange behavior.
Lowered memory used by the map system.
Fixed machines continuing to burn when inputs are empty when you leave them.
Fixed issue with dragging resources to a full hotbar slot.
Fixed inventory and hotbar items not updating when you upgrade or enchant them.
Fixed Iron Spear ability applying double damage.
Disabled effect on egg sack spawners causing some GPUs to create light flickering.
Fixed linked storage items carrying over to new save files.
Fixed map rendering issues.
Fixed missing cave map marker on plains island.
Fixed Lightstone Torch crit indicator not showing.
Fixed collision for various objects in the desert bazaar town.
Fixed critical hit bonus for hardwood trees giving normal wood.
Fixed not being able to enter escape menu when played is respawning.
Fixed resource cost for anvil upgrade not showing when dragging from output to input.
Massive thanks to everyone who helped this update by submitting bug reports and feature suggestions, if you'd like to submit anything, you do so in our discord server
Major Features
Added Discord and Steam rich presence, your LPS, souls, and a couple other things will now be visible on your profile while playing.
Added "round up" buy multiplier option, it buys enough so that you can aquire the next upgrade for that friend.
The prices of prestige nodes will display the price you actually paid for it, this sadly does not work retroactively.
Minor Changes
3 new pet skins (yay :3) Added FOV slider (wait what?) Performance improvments! More under the hood stuff for translation support (i swear it's gonna happen one day) Changed the prestige soul equations to favour the early game a bit more genreal UI cleanup Updated engine from godot 3.5.1 to 3.5.2 Updated steamworks from 1.55 to 1.57 Reworked the way saves are handled internally, massively decreasing the chance i forget to save things again (if you have any issues with the game crashing on launch, please join our discord and i'll help you out)
Bug Fixes:
Fixed the three last friends not saving their upgrades (yeah sorry about that one :p) Fixed some typos Fixed some buttons looking weird when clicking on them Fixed Arrow Key Sensitivity displaying "2" until it was changed (internally it was set to like 50 lol) Fixed surpasing the max CPS threshold having a permanent penalty (whoops) Fixed clicking at like 400 CPS slowing the game down an abysmal amount
In other news
There's been a fair bit of work with the pet system, i've finished 2/4 "classes" so far. There's been MAJOR refactoring of a lot of the internal systems, this was more or less needed to properly make the pet class system doable, this will also help in speeding up pretty much any development regarding the game.
Next update will hopefully be out by the end of next week!
(P.S the macOS version is untested, so discord rich presence might not work, if it doesn't just inform me in our discord server and i'll do my best to fix it)