Good day, Hatchlings! Today I bring you news of Update 0.67.3. This update addresses many of the issues we found over the passed week, resolves some problems with the save system, and adds in some new accessories and other collectibles in various levels. So lets jump into the list!
Added
Added 9 new accessories to customize Tirsy with Added 12 new hidden shoutouts to our community's helpful players and testers Added new Save and Load window layout Added 8 new collectibles to fill your hoard even more (including an actual pile of gold!) Added a way to rebind keys to be whatever you want them to be in settings menu
Changed
Changed the save system from a 4 slot setup to just two slots, Autosave and Manual Changed how various objects render which drastically reduced the amount of lag in each level Changed how the dragons are rendered to appear much more smooth and slightly more stylized Changed how rain and snow effects are rendered so they don't pop into existence randomly Changed the location of a save spot in the Nikish Depths Changed the teleport locations of various levels to bring the player to the correct spot Changed various flora to use better LOD's to further reduce lag loads in larger levels Changed the location of 3 collectibles in the Tempest Valley
Fixed
Fixed the broken save system (Only use Manual Save slot for now due to another small bug) Fixed teleports not working properly in Ketek Canyon, Tempest Valley, and the Nikish Depths Fixed swimming being broken in Nikish Depths Fixed the super jump on Jubilee Island bug Fixed the missing portal to main menu on Jubilee Island (functions properly now) Fixed the cake being uninteractable on Jubilee Island Fixed the missing companions from appearing on Jubilee at the cake spot Fixed dialogue problems with Moatia and Ippa on Jubilee Island Fixed broken creature pathing in various levels (still broken in Ketek Canyon atm) Fixed keybinds being broken with new settings menu Fixed the Memory crystals background from not appearing in save window Fixed all missing accessories in Ketek Canyon and Cryoburr Pass for Tirsy Fixed the bad rotation of Tirsy after jumping (No more nose diving Tirsy! FINALLY!) Fixed the collision of various rocks to better fit their shape Fixed the texture on the vapor platforms "round" version from not showing correctly Fixed constant triggering of mystical rings when triggered by the green gems or stone blocks Fixed the visible box colliders for various quest locations from showing Fixed improper culling of objects within very close range to the player Fixed Tirsy's silver eyes from not being silver Fixed intensive lag spikes after chatting with Zal'Nirak in the Hatchery Fixed stuttering Mystical Platforms (They move smoothly again) Fixed trigger location for various doors being too far back to interact with Fixed the hidden rooms from not spawning in various levels Fixed the falling rocks puzzle in the Path of Dragons Fixed lights not appearing after using Aura element on the glowing cubes in Path of Dragons Fixed black ground bug in Path of Draggons Fixed the teleport portals from taking you to the wrong location in Path of Dragons Fixed water causing the player to get stuck inside it in Path of Dragons Fixed Zal'Nirak's dialogue unable to exit in Path of Dragons Fixed Chippy's dialogue from not appearing in Path of Dragons Fixed the Shrine of Tirsy at the end of Path of Dragons to show the cutscene now Fixed various voices from not playing as you traverse the Path of Dragons Fixed the Aura element not illuminating the Hall of Heroes in the Dragon Temple Fixed the Aura element not being selectible when pressing the 5 Key Fixed various broken keybinds for common interactions Fixed missing photo-op locations from appearing
With these changes, we've had a pretty busy week but the effort shows and there is so much still needing worked out in it, but we're hard at work to make Tirsy's Tale even better as time goes on! Now with a working save system (well half of one, please only use Manual slot for now) we can move on to other issues that have been brought to our attention and hopefully get some of the other cut scenes put in place to fully flesh out the game's story. So until next time, keep on keeping on hatchlings! And remember, be the dragon YOU want to be!
Troopers, gear up for an adrenaline-pumping descent into the very heart of Valaka in our most explosive update yet! Update 0.5.0 - Hives of Valaka will release on Steam on Thursday, October 12th!
We’ll have more information released in the coming week before launch, but here is a taste of what you can expect in this new update:
New Features
Hive Hunt Game Mode - Dive deep into the treacherous caverns of Valaka with your squad of four Troopers. Your mission? Deliver nukes straight to the heart of the Arachnid nests and blast those Bugs to smithereens!
Trooper Utilities and Class Perks - Choose from a fresh selection of class utilities and perks to customize your loadout for maximum Bug-blasting efficiency, and to give you an edge in the new Hive Hunt game mode.
New Reload Mechanic for the Twin MG - Coordination is key! Introducing a brand new reload mechanic for the Twin MG. Sync up with your squad mates to keep the lead flying and the Bugs dying.
New Weapons - Equip yourselves with cutting-edge firepower to take the fight to the Arachnids. The Armory is now stocked with a couple of powerful and game-changing additions that will leave the Bugs begging for mercy.
Improved Trooper Models - We've overhauled Trooper models to ensure you look as sharp as your aim. Get ready to stride into battle with confidence and style!
And More! - We've listened to your feedback and made a slew of other tweaks, improvements, and optimizations to make this the most immersive Starship Troopers experience yet!
Get ready to experience the heart-pounding action of Hive Hunt, Troopers! Suit up, grab your gear, and prepare to annihilate the Arachnid threat. Update 0.5.0 - Hive Hunt is on its way, so stay tuned and prepare for the drop!
Fixed a bug where Noah's charge attack (which requires you to hold the Melee Attack button and the Down button and then release them when the charge is complete) doesn't work when the Down button is released first.
Fixed a bug in a submenu of the pause menu where the mouse cursor didn't interact with the menu properly.
Reverted a change from last patch: The fix for the bug where, on a DualShock controller, the submenu of the pause menu that lets you rebind input buttons would show the touch pad as the PS button. Turns out that this wasn't a bug, the button id (which corresponds to the select button on Xbox controllers as well as PS3 DualShock controllers) does in fact correspond to the PS button on PS4 DualShock controllers, and Game Maker Studio 1.4's manual is just... wrong... about this. Note to self: don't expect the official manual of a product you bought to be accurate all the time. Got it. Thanks.
Unlocked art with Samantha, which was hidden for the censored version (I forgot to unlock it). To get it, just rest with her at the camping;
Fixed text with a piece of code in the bus;
Fixed someone else's text in Johnson's ending;
I will soon add a guide to reaching all endings/achievements. Find it in the guide category.
. That's all for now. Thanks to everyone who buys and plays the game, don't forget to share your impressions in any kind of content, as well as report bugs.
October is here and that means Halloween is around the corner. The Halloween themed map has returned for fall.
Reminder to all you ghouls and goblins that you can join the discord or subreddit to make feature requests and submit bugs. Helps me know what to prioritize.
Today's update adds new decor, furniture, placeables, and AI-related changes, fixes, and tweaks.
Content
A wide variety of decor and furniture items was added- some can be used as storage, and you can now sit!
No more AI groups of specific subtypes- vampires, werewolves, and goblins. Instead, we are returning to how it was before V14: AI is back to being infected humanoids, visually/mechanically a blend of the previous types. Expect to have an adjustment period as combat with altered AI will feel different.
The Goblin and Vampire Miniboss AI models have been removed.
All AI are the same size and base stats- there are no more "miniboss" AI types.
Reworked the main menu to accommodate AI changes.
Removed the visibility of the noise/light meter in the Landclaim poles.
Noise and Light are no longer the only factors that will spawn base attacks.
New night-time horde event with associated menu settings to cater to playstyle.
AI spawns in villages are now more challenging. Players will no longer be able to loot early days with ease.
Spike traps and barbed wire fences have been reworked- spikes will feel more effective!
Addition of several new techs purchasable at the trader.
A common community request was to have Mike avoid cutting specific trees. Players can now add trees to a no-cut list using the stone hammer.
Various bug fixes.
New decor and furniture
The new furniture offers valuable functionality! Desks, cabinets, and counters are also storage containers. All chairs and couches can be sat on, and your health will slowly regenerate. The kitchen counter will function as a food prep table, there's a new sink type and much more.
Hello sinners! Since the last update, I am overall happy with the current state of the game’s combat, but I felt like it was time to revisit the second (or first depending how you look at it) most important aspect of the game: The Art.
The main goals of this update were the following:
Create a default visual setting that is a little more welcoming and smooth for new users. The classic look is cool but it takes some getting used to as it is.
Improve the game’s steam / youtube viability that suffers greatly at low bitrate due to the highly contrasting and highly saturated colors.
Improve and polish the aesthetic overall.
The main additions are:
Gradients - Instead of flat shading, the lighting and intensity of the original color gets mapped over a range of colors. This results in a look with more depth and polish overall.
Outlines - All models have distinct outlines to better distinguish them from one another. This improves the readability a lot in differentiating enemies from the background.
Blur / AA - Added a smoothing effect so the grain and edges are not so harsh
Improved lighting - More pronounced shadows, shadows retreat as you get very close to objects so you don’t clip through them as before
Importantly, all of these aspects (and more) can be customized to your liking in the new and improved visual settings menu. Choose from presets that include the original look you know and love, or dial in your own settings that work for you.
Lastly I wanted to make a special mention of one aspect that has made marketing the game a challenge: recording / streaming compression absolutely wrecking the look of the game. I put a lot of effort into trying to find a default look that fared better with compression, but in the end I found that it would require drastic change in art style which would take away from the spirit of the game. As a result, I added a specific streamer friendly mode to the visual settings as a preset as a concession to help with this issue. As I always mention, recording at a high bitrate will preserve the default look very well (and is preferred), but I understand especially on twitch the bitrate is capped low so it’s not always an option. The main things that help are lowering compression and saturation, so feel free to see what the minimum is you can get away with to preserve good quality based on your bitrate.
Thank you for your patience with this update, and hopefully the next one won’t take this long. Coming soon is more content, but for now here is the rest of the patch notes:
Optimization
Disabled HDR on cameras for a big performance boost. The result is slightly improved performance from before, and even more so if you disable some graphics options
Added option to disable shadows all together for big performance boost on low end rigs
Moved all particle effects to use the main color shader. Before they were rendered on a separate camera which was expensive performance wise and didn’t quite fit the style. Also this means effects will properly sort behind walls, enemies and the player rather than being overlaid on top like before.
Delayed level load slightly after getting into the start area so that there’s less time spent on the load screen
Bug Fixes
Fixed floor plates being pressed and still glowing after
Fixed bug where only one stat was shown for items hovered on the stats menu