Hello everyone, I hope you had a great summer! After a lot of feedback on the Station9 demo, I decided to remove it from the store in order to improve it. So I'm going to take a step-by-step look at the changes I've made to the game over these rainy summer months.
Graphic Design
Perhaps the most obvious changes are in the lighting of the various spaces. When I started developing Station9, the floors were smaller and the rooms more brightly lit. But by increasing the size of the levels and the number of objects visible on the screen, lighting consumed a lot of graphic resources, which is currently a major issue for 3D games. At first, I tried to compromise, but the result was really average. So I decided to set up a single light source for the entire space.
The performance problem solved, I was able to change the look of the floor. The rooms are about to get a little visual update: here are some objects before their texture is added!
Interface
The redesign of the UI (User Interface: all visual components enabling players to interact with the game) was the other big project. The aim was to make it simpler and clearer. Thanks to feedback from the demo, I started to remove superfluous elements, replacing certain texts with icons where possible. I've also removed certain tabs to facilitate access to information on the game, in the tutorial for example. The experience is now much smoother and more enjoyable!
Tech Tree
The final major change concerns the technology tree. Previously, technologies were unlocked over time, and the tree was poorly organized. The player wasn't active: he or she simply had to start the process of acquiring a new skill or technology, then wait for it to be unlocked. To reduce this feeling of waiting, a research lab has been added. Assign researchers to it, and they will generate points that will be used to unlock the various technologies. The more researchers you have, the faster the points will arrive. The tree has also been reorganized, and after several attempts, I've opted for a fairly classic but effective layout. Tiers are now unlocked according to the level of your station.
The new demo is currently being translated and I hope to be able to put it online in a few days. I can't wait to see the feedback on all these changes!
In honor of our EA launch tomorrow, we're showing off our beautiful new art and playing a stream of the new content you'll be playing. Watch Metric Empire developers Syd (Community Manager/Narrative) and Elio (Level Artist) tackle the trials of the corrupted New Elysium!
Minding LF just unveiled a revolutionary ship virtualization technology capable of accurately simulating a spacecraft in a controlled environment. A free version of the Virtual Flight Service is now available for every registered ship in the Enceladus Prime station, across Tuning Bays, Hardware Shops, and even the Enceladian Ship Dealership, allowing its customers to take ships on virtual test drives - free of charge.
New spotlight regulations
Stringent regulations have been implemented to restrict the maximum brightness of ship spotlight reflectors. This crucial action follows alarming revelations about the grave risks associated with high-intensity spotlights, which have not only been blinding the astronavigational telescope array but potentially endangering other ships. Previously, some ships, notably the popular K37 models, were often equipped with spotlights of blinding luminosity. These intense beams had the capability to effortlessly penetrate several meters of ice, occasionally revealing hidden structures within moonlets concealed beneath meters of ice.
Digital sabotage uncovered
During routine diagnostics of onboard systems, Enceladus shipyard employees discovered that Mining Companions were abusing the ship's sanbus communication system to disrupt the operation of essential tracking systems. This irresponsible behavior could have led to devices such as rescue manipulators or point defense systems ignoring objects of interest to the Companions, thereby exposing critical operations to danger. Titan Heavy Industries issued an immediate recall to address the issue.
Maintenance Logs
Minding Virtual Flight Service now allows you to instantly test any change you make to your ship configuration in a safe, virtual environment without leaving the Enceladus Prime station. The service is available in the Dealer, Hardware, and Tuning menus.
Godot Engine upgraded to 3.5.3.
Ship reflectors will not reveal structures inside moonlets anymore.
AT-K225 HUD displays are not so bright anymore. Multiple pilots complained about high-intensity displays blinding them during prolonged missions.
Mining Companions will not prevent other hardware from acting upon objects they examine - unless they are actually attempting to intercept them.
Raising the HUD size caused certain UI elements, like the Dive Summary screen and the simulation subwindows, to lose resolution.
The MPU power indicator on your HUD is now brighter, making it easier to spot when it is processing ore.
It's the spooky season and once again, halloween cosmetics are spawning in Labyrinthine.
There's no new halloween cosmetics added this year yet, but you will still be able to collect the 20 cosmetics added in the previous two halloween events! The Event runs from the 1st of October until the 31st of October.
As with previous events, cosmetics have 50% chance to spawn in place of regular cosmetics in any non-hardcore case. We've also quadrupled the chance for rare cases to appear so make sure to use those rerolls to find as many as you can!
New this year, we're also changing how the events work so that they end +12 hours into the 1st day of the next month, allowing everyone to have their shot at grabbing last minute cosmetics.
What's that squealing noise?
We also have another Limited Time plushie featuring an iconic character, The Pigman!
He comes with his own detachable cleaver. After the purchase window closes, they will not be available again. If you are wanting one, best grab it as soon as possible! You can find him here: Labyrinthine Official Pigman Plushie
Struggling to find cosmetics? Need a particular one?
Make sure to join our discord here: Valko Game Studios Official Discord where you can find players trading cosmetics, grouping up and discussing everything Labyrinthine!
-reworked our door system entirely, now the player reaches with a custom IK to the door handle or can lock the doors with a beautiful and realistic view, unlike any other game! Those doors can also be leg kicked, breached with C4 or with the battering ram (not all doors can be leg kicked, but all doors can be C4ed and Rammed). This new door system we've created is based on our VR doors, which will come in Open Mod VR. The logic is very similar and realistic!
-added the new doors ONLY in suburb map for now. They will be added to the bank map too very soon and other maps.
-reworked mostly all other interactions, such as the shooting range target switcher now is actioned with the new Custom IK and the hand actually reaches and touches the button
-reworked our smoke system entirely, now the smokes are interactive and responsive to bullets or explosions! We’ve inspired from CS:GO2!
-fixed a rare issue which caused an error and the gun wouldn’t be able to aim down sight
-fixed an issue where the weapon and hands would still not be visible through the non dual render scopes but only in the dual camera setup. Now it works properly in dual camera setup as well.
-fixed an issue where for the PR-9 pistol the skins wouldn’t load
-fixed an issue where an AK-12 mag texture wouldn’t load
-fixed an issue where the skins wouldn’t be applied right in customization menu, and the skin dropdowns would show empty
-added an option for a common FOV when interacting with an object, this is the fov both world and first person view will go to when you are interacting with an object. Without common fov the hand would not look as if it touched the door knob due to different views
-added a new resting idle animation along with a setting to pick your desired resting idle animation (if you wish to use it, if not it can be disabled entirely). The new resting idle animation points the gun down, unlike the old one which pointed the gun up.
The second zone is available for testing for a short period of time.
- Changed some sound (hopefully smoother to the ears) - Added more sound effect - Added animation on the main menu - Started the 2nd zone - Added an indicator that it's possible to move the map in the overworld - Added new items - Fixed a bunch of bugs - Updated some items
The next update should focus on the random events.
Today’s patch (October 2nd) packs in a number of bug fixes across the board – including updates to the Beam-type weapons against the Kami King and how they interact with Pinkyy’s and Turlek Tank’s Barriers. There are also updates to the Trade chat channel which adds protection from spam getting through, and more!
Bug Fixes
Beam-type weapons now work against the Kami King during its vulnerable state
Beam-type weapons will now interact as expected with Pinkyy's and Turlek Tank's Barriers.
Energy Field's south-central drill will no longer fail to progress to completion
Adjusted the max level cap of Relics to Level 30. Currently, Relics do not increase their stats after this level and we wanted to make sure that players were getting the most out of their Memories right now!
Added additional spam protection to the Trade chat channel, and removed Trade channel notifications
Fixed chat issue that would cause some of the first-time players not to be able to send messages
Addressed Mission Deposits (Epic) that could occasionally get stuck on the first round.
Changed Captain Galdino (Epic) loot table. Players will now receive T4 legendary gear instead of T3.
Thanks again to our fantastic community members, all of whom have helped to make Relic Hunters Legend what it is today! We will continue to take player feedback and provide regular updates to help improve the player experience.
If you are having any issues with Relic Hunters Legend please reach out to our support team here: {LINK REMOVED}http://bit.ly/RHLOpenTicket
This update contains memory optimization (pooling and reusing of game objects) so the game will run smoother. I've also removed the annoying "prisoners was released" message that appears every time a lever is used.