This patch fixes a bug where plugins (like VBridger) wouldn't be able to properly set/unset the "tracking lost idle animation" anymore after the previous update.
with yesterday's update, we have added subclasses to Backpack Battles! You can now choose between two sublass items in round 8. As Ranger, you can choose to become a Hunter or a Lifebinder. Reapers can specialize into Vampiress or Witch. These items are very strong and build-defining and we really hope you'll like them! We will add more subclass items in the future!
Another important change this week is that you can now move bags even after placing them! This means no more placement mishaps, and you can reshape your inventory at any point!
Joining the community
We can make new content so fast thanks to all the players giving feedback & making bug reports. We would love to hear your item ideas, too! Join our Discord server here: https://discord.gg/sbEkqeUKNr
Patch notes for 0.5.0
Added SUBCLASSES: You can now choose one in round 8. In this version, there are 2 options per class.
Bags can now be picked up when no items are inside
Balance:
Changed up the Cold formula, so you will not be slowed to a halt that fast. It now slows you by 2% relative to the speed you had before rather than absolute. (This is a nerf whenever you inflict a lot of Cold)
We've got another big update to celebrate the start of the SHMUP Fest, including Gary Lou the Wolfguy!
Added Gary Lou the Wolfguy character.
Added Arrow Blast attack and evolution.
Added Gold Magnet secret and drops.
Added code in levelup_script_holyring to prevent crash. Let me know if you ever notice the Holy Ring goes away after levelling it up, please! Screenshots and description of what was going on at the time help a lot!
Removed obstacle pillars in the Underpass.
Updated Broadstrike evo.
Updated code for adding elemental fx for enemies.
New equipment to unlock including 4 new Offhand items, 3 new Rings, and 2 new Hats!
Added Shop Reroll achievement.
Added more Banishes to purchase in Perm Upgrades.
Added code to prevent banishing all items in a category.
Added code for equipment to boost animation/projectile speed.
Fixed ground elemental fx "root" to affect speed.
Defeating final boss will automatically add zil.
Fixed bug where some enemies were doing too little damage.
Added levelbar art when selecting an area.
Added area boss HP bar at the top of the screen.
Added player hit fx and increased the volume of the hit sound.
Players can now back out of Evolution Select menus to bypass evolving attacks.
Fixed accessing Quirky EDM minidisc in the Music Select.
Removed Luck from the max stat check to determine summon type for Summon Pet.
Raised number of max evolved attacks to zoom out to 4.
Fixed bug with luck negatively affecting pickups.
Reduced Luck increases to every 20th level.
Rebalanced exp/zil drops.
Added descriptions to notifications.
Y'all are welcome to join us in our friendly Discord to chat about the game!
I got notified of a bug yesterday and today I confirmed it and have now rolled out a patch to resolve it. Along with the bug fix, I also made a few quick tweaks. As always, just let me know if you find any issues so I can solve them. Yes, even after all this time, I keep my work updated regularly to make sure it doesn't have bugs or problems that interfere with enjoying it.
Check out the change log below!
Update 2.2.2 Changelog:
-Bug Fixes:
FIXED aimed shots skill could apply negative statuses to the user (All expansions and the base game)
FIXED aimed swings skill could apply negative statuses to the user (All expansions and the base game)
-Changes & Additions:
Made the version number in game only visible on the title screen (Main Menu - All expansions and the base game)
Added Corrosive Studios Discord link to the main menu (Base game only)
NOTE: You do not need to start a new game and old saves should work just fine with this patch.
Thank you to all for the feedback during the early access period of Train Sim World 4, our teams have been working hard to deliver the best experience over this time, and today we’re sharing a set of audio improvements to the Class 801 Azuma on East Coast Main Line. These improvements should now be live on all platforms
Full Changelog
East Coast Main Line
Fixed multiple collision issues where the player would fall through the world or end up stuck and patched up holes in the scenery.
BR Class 801 Azuma
Increased AWS & TPWS audio to improve the volume of audio warnings.
Fixed issues for text on the loco PIS board, preventing overlapping and adjusting scroll speed.
Increased the volumes of the cab running sounds, traction motor sounds, transformer sounds, cab joint sounds, and door seal sounds.
Fixed an issue with the TPWS audio not playing the words correctly.
Adjusted attenuations so volume levels are audible from further away.
In Livery Designer, when changing carriages, the UI text “Class 801 LNER” will no longer disappear
East Coast Main Line - Timetable Update
In addition to the patch, with the launch of Train Sim World 4 tomorrow we are releasing a reduced timetable for Gen-8 players when compatible content layers become available. Progress WILL be shared between the Normal and Reduced timetables.
Depending on your platform, whether you select the Normal or Reduced timetable, you will receive the following contents:
Normal Timetable
PC, Xbox Series X and PlayStation 5 will get access to all layers:
HST (MML, static and playable)
Class 700 (AI and playable)
Class 158 (AI and playable)
Flying Scotsman (AI and playable)
Class 66 (AI and playable)
SoS (AI)
RHTT (playable and AI)
Glossop Line (AI)
TVL (AI)
NTP (AI)
WSR (AI)
GWE (AI)
SEHS (AI layers) - some will be in Doncaster Works as static AI
Xbox One, Xbox Series S and PlayStation 4 will get:
HST (MML, playable and AI)
Scotsman (playable and AI)
Class 66 (playable and AI)
GWE (playable and AI)
NTP (AI)
SoS (AI)
Glossop Line (AI)
RHTT (AI)
SEHS (AI)
TVL (AI)
WSR (AI)
Reduced Timetable
PC, Xbox Series X and PlayStation 5 will get access to all layers:
Flying Scotsman (playable, AI)
Class 66 (playable, AI)
Xbox One, Xbox Series S and PlayStation 4 will have the same as the above, however, will see a slightly reduced amount of static stock.
It's finally time. After all the waiting. The online mode is just one step ahead.
One full week of public access to the online mode for testing purposes.
We're launching the online mode for an entire week (as well as a small discount to help you get into the game easily ! ;-)). That will enable us to see if our previous close playtests and fix worked well and where we can still improve.
Try to connect between 6 to 10pm CEST to maximize your chance to find another player. Use the invite code system to play against a friend!
Console ports are also at an advanced stage and next weeks will be crucial to implement the latest online changes to them. We're aiming to release the full online mode and console versions in a few weeks if everything goes as smooth as we can hope.
Should we plan a tournament around the online launch?
Have fun and don't hesitate to report problems either through the form in-game or on our Discord server.
Thank you a lot for your support again! Bevel Bakery & Just For Games