So here’s an update on where we’re at, approximately 1.5 years into development:
Vertical slice is in/working well - you can now run a single 6 stage rally on one planet, complete with service stages, drone recce/prerunning, surface types, damage, repairing, rover tuning, first pass AI opponents and so on. You can enter the rally, look at the upcoming stage, how long it is, what surfaces and terrain to expect, and send out a drone to survey what you’ll be driving through.
You can then choose how much fuel to take, what tires (off-road or slick for rock), and setup/tune your rover.
After driving 2 stages you’re back into your dropship where you can make repairs or alter your tuning based on the next 2 stages. You can watch all the action from each stage via Instant Replay from a variety of angles, and if you complete the next 4 stages from there, your time will be tallied against the AI to determine your final placing.
From here, the biggest thing we need to add will be multiple, quite varied planet types, so you can race a full championship across 5-6+ planets! The first planet we have is Dhool, which is special due to its unceasing meteor falls, which create an ever changing series of deadly obstacles to dodge around, and which also cause the atmosphere to be filled with an incredibly fine dust that gets everywhere, and clogs everything if you aren’t careful. It’s also home to some highly radioactive lakes you’ll need to be very careful around.
Most recently we’ve been focused on tuning and damage, and I’ve begun prototyping the next (very very different) planet, which will represent the opposite end of the spectrum for what kinds of planets you’ll encounter in Exo Rally Championship.
Tuning is available prior to starting a rally, and during service stages, and allows players to adjust everything from tire choice to suspension stiffness to toe-in and bump/rebound damper settings. If you’re used to setting up cars in existing racing sims you’ll feel right at home here. We’ve also got a streamlined, ‘easy mode’ setup system, where you can either load complete setups (for example, stiffer/low riding/responsive or softer/tall suspension setups) or provide top-level setup choices like ride height and suspension stiffness.
Damage is a huge part of Exo Rally, and we’re pouring in lots of time to make sure you feel the impact these toxic, treacherous planets have on every part of your rover. We’re modelling everything from standard engine damage all the way up to how radioactive nano dust gets in and impacts your brake strength and radiator efficiency. So make sure you wash your rover between stages! Just a small number of parts that can be damaged/break:
Engine
Tires and Wheels
Suspension
Suspension arms
RCS Thrusters
RCS Fuel Tank
Brakes
Steering
O2 leaks and Cabin Integrity
Headlights
And much more!
We’ll be polishing up this current build and sharing it soon with our small group of private testers. If you’d like to be considered for the next group of testers please come join us in the Discord and we’ll let you know!
First off, on behalf of the entire team, I'd like to thank you for your support and outpouring of encouragement on the recent news update regarding the future of Meadow. We're very happy to be able to return to this game and even happier that so many of you are onboard for the ride.
But today we want to tell you about something else. As we're approaching the 7th anniversary of Meadow, we thought it would be fun to set up a little multiplayer session where you will get to play with the developers - both old and new team members.
Meet the Meadow team (read: the part of the team who had time to pose for a group photo).
This will happen on the 26th of October, between 3pm and 4pm CET. We will start at the Center Tree in Grove 5 on the Europe server. From there it will be an hour of wholesome fun and hide-and-seek. I look forward to meeting you in your animal avatar forms, and I know the team does too.
Save the date, and let's celebrate seven years of Meadow together!
Best wishes, Oliver & the team at Might and Delight
Remember to play the free Time Survivors demo (here), it relies on the same savegame as Chapter 0 and you can get Mulan too! Also, game updates go live first on the demo. For all you completionists out there, we've added a new feature in this patch! Now, each node's progress you make in the meta progression map will contribute to your overall completion percentage, giving you a clearer view of your progress in Time Survivors.
Try to get to 100% - at least until the next patch dropping new content...
PATCH NOTES 0.806
[Gameplay changes]
Reduced Griffon HP by ~4%
Slightly increased the gems dropped by Griffons and Demon Executioners
[QoL]
Overall game completition progress in the Time Map
Game modes descriptions are now shown in any stage node in the Time Map
Tentative fix for the crash while playing a video
Some clarifications in the 4th weapon slot tutorial text
We tried to solve the problems with freezing and crashing of the game. Please give us feedback if the problem has been solved. We have tested it on several devices and the error has not appeared anymore.
We have also added 7 achievements for you. Hopefully this will motivate you more. Feel free to make suggestions in the discussion if you have ideas for more achievements.
ROCKTOBER has started and today we have another patch for you! Check out what changed:
[Feature] A custom cursor has been added. - Full immersion on! [Fix] Chat notification buttons have been fixed. [Fix] The background of locations after undo has been fixed. [Fix] Tooltips have been corrected. [Fix] Scrolling in the settings window has been fixed. [Fix] A bug related to paying with any resources has been resolved. [Fix] Players can now enable/disable ranked mode and live scoring by clicking on their respective descriptions or icons. [Fix] The sizes of the UserList Window and Online Game Setup Window have been adjusted. [Fix] An informative tooltip now appears when hovering over the password icon in the rooms list. [Fix] The skip and info buttons on the gamepad have been modified. [Fix] When gaining a card labeled "Gain 2 of any goods" from another card, you will now correctly receive only the Culture Symbol. [Fix] Missing window titles have been added. [Fix] The height of the Online Game Setup Window has been fixed, and missing window titles have been included. [Fix] Access to chat during gameplay has been fixed. [Fix] The random button's position in the local game window has been fixed. [Fix] The position of the live game timer has been adjusted. [Fix] Minimal sizes of the Online Room Window, Lobby Window, and User List have been corrected. [Fix] The colors of online/offline indicators in the User List have been changed.
Which character you like the most?
Tell us in the comments! :D
Expect more updates soon! :) Let us know what you think of the game through the comment section or the feedback feature! (an envelope icon)
Updated the main menu with a fresh and modern look for a more user-friendly experience.
Revamped experience points (EXP) allocation when adventuring alone. You now receive more EXP for solo gameplay.
Officially renamed the shopkeeper character to "Alfredo" throughout the game world for consistency.
Updated the Spark ability tooltip and increased font size for improved readability.
Hover your mouse over enemies during battles to view their tooltips, providing essential information about their stats and abilities.
Character Balancing:
Boosted Aioli's base attack, making the character more formidable in combat.
Bug Fixes:
Resolved an issue causing cabbages to become stuck or locked in certain situations. Cabbages should now behave as expected for a smoother gameplay experience.
Thank you for your continued support, and we hope you enjoy these updates and improvements in this latest version of the game!