FEATURES - new law "Manufacturing regulation" with 2 articles - 2 new articles "Employment agencies" and "Employment protection" to target unemployment parameter
IMPROVEMENTS - end turn performance improvements - gameplay rebalancing
FIXES - parameters changes by laws, gdp and migration - sometimes icons where not correctly displayed
-- ALL VISUALS ARE FROM NIGHTINGALE ALPHA AND SUBJECT TO CHANGE --
It's that time again to sneak into our studio folders and uncover what the team has been up to over the last month.
But, before we do that, let's talk a little bit about our last Developer Update. In short, we finished our latest closed playtest in the beginning of September and got a lot of insightful feedback from our playtesters. Right now, we are busying ourselves with implementing some new QoL features, as well as improving a few other systems ahead of our next playtest (more details on that to come).
If you want to hear more about how the last playtest went, get some context on our Early Access launch, and see some awesome cosplay from gamescom, then check out the video below.
Now, for some new fun stuff...
Estate-of-the-Art
We've added new Estate sets! You will have seen a glimpse of this Estate set in the last trailer, so we thought we should make it official. Here is the beautiful Pagoda Estate set. We will be showing more Estate sets in detail on our socials and in future updates.
More Curious Points of Interest
As always, we want to continue to fill the Realms with fantastical locations, or, POIs (Points of Interest). Here's a look at a few that our team has created for the adventurous Realmwalker.
Water, Water, Everywhere...
Our new water VFX is making a real splash in Nightingale. And what better way to show it off than with some shots of sun-soaked beaches. Even a Realmwalker needs a moment to get swept away with chill sea vibes.
Adansonia Digitata
That's the fancy way of saying: Baobab Trees! Who doesn't like a nice Baobab tree? We definitely do. So, we thought they'd fit nicely in Nightingale.
Ooh, Shiny!
We made minerals shinier in the game not only to make them pretty to look at, but also easier to differentiate them from other rocks.
SCHIST
SHIMMERING
TIN
ZINC
Bug of the Month
Puck, we saw you. No need to pretend like you weren't waiting for us all this time...
We are so excited to announce that after a year's work, Overture Games' first release title Intervallic is now available in Early Access!
Our work on creating the best music practice tool is just getting started. We plan to push out a first patch next week to address any launch bugs. We'll then be consistently updating the release with new fixes, content, and features.
We want to extend a huge thanks to everyone who has worked on our game, helped with QA testing, or even just played the demo! Your insight has been so helpful in shaping the future of this game.
In the meantime, stay in the loop and give us feedback directly on our Discord server.
Steam VR players looking for a challenging and innovative demo during Steam Next Fest (October 9-16) will have the opportunity to get a first look at Bootstrap Island, a Robinson Crusoe-style virtual reality survival game set in the 17th century.
VR gamers who download the demo will awake to find themselves shipwrecked on a mysterious tropical island, where they must quickly learn to adapt and survive by exploring for food and drink, collecting materials to make fire; and surviving the dark night from being eaten alive by ferocious beasts.
Focused entirely on PCVR headsets, like Valve Index and Meta (Oculus) Quest PC-link devices; Bootstrap Island offers a realistic survival adventure in an immersive, yet comfortable VR experience designed with minimal menus and natural feeling controls.
Some of the game’s features PCVR players can look forward to exploring are:
In-depth systems-based gameplay like tearing open coconuts for nourishment and tinder
Realistic and detailed interactions such as striking together flints to create sparks for a fire
The grande finale of witnessing an active volcano erupt 🌋
During the week of Steam Next Fest, a variety of top VR talent including Soul Fox Gaming, Atom Bomb Body, IndieVR, Misery VR, ChickenMeChanga, c0ld vengeance and MrsAllHerShots will all lend their expertise to show off the many facets and pitfalls this roguelike game has to offer. The choices these VR gamers make will be critical to their chances of survival, with every decision perhaps resulting in life or death consequences.
The Bootstrap Island development team will also make an appearance during Next Fest on Steam for 2 livestreams scheduled for Tuesday October 10th at 9pm Pacific, and Wednesday October 11th at 9pm Eastern. The developers will be discussing the origins and future development of Bootstrap Island, answering players' questions, as well as sharing a few tropical survival tips.
Patch 1.0.6 is out and the main focus was given to the basket to make it easier to get items in/out of the forge and the evaporator. We also had the chance to introduce more fixes that we saw thanks to all of you.
Basket, mainly QoL :
Players can now put items in evaporators and forges from a basket in hand with the use button
Basket opens automatically when hovering on an evaporator or forge
They also can switch the selected item in the basket while hovering on producers
They also can take evaporator/forge output through the interaction button
They can sell items one by one from a basket in hand to a selling chest using the interaction button
Adding item to the basket now automatically place it in the middle spot
Fixed an issue where taking a stack of items from a container would erase the whole stack.
Fence:
Fixed an issue where dropping a fence would block a constructible zone
Building fences has been made more robust
Fixed an issue where one type of fence was not visible for non-host players
Other fixes :
Fixed clients being unable to upgrade their tools
Fixed firewood chest in build mode to be able to place it against a wall
Fixed the key
Fixed “M” key binding to open map
Fidos now teleport to their tile every morning like other NPCs.
Fixed a bug where non-host players would see all Fido as Blue Fido.
Fix canoe using the wrong spawn type
In single player, opening the wardrobe will now pause the time
In single player, opening the atlas will now pause the time
Fixed restaurant music not being heard by non-host players.
Fixed some typos in French localization
Known issues we are working on! :
The clients in a co-op game cannot see the map correctly (black screen).
The basket sometimes selects the wrong item when in front of a chest.
Hosts fighting physics when picking up fido’s basket on clients’ side.
Please let us know of any bugs you run into in our Discord!
With the update #1.0.3.4 we introduce back scopes, but this time totally different. Instead of the old PiP method, we are now using a method that is broadly used in most modern video games, and uses much less resources, hence is a lot more performant than the old method while still keeping the scopes as realistic as possible.
Scopes
For now, we have added the Acog and the SIG SAUER BRAVO4 back. More to come in the future:
Updated Ragdolls
We also tweaked the ragdolls for Enemies to make them look less comical and more realistic:
Patch Notes #1.0.3.4
Additions
Added two new Scopes . -> BRAVO 4 -> Acog Added fov settings for unaffected & affected in iron sights & reflex sights. Added aug semi fire option.
Tweaks & Updates
Improved Performance (added ai & animation optimizations). Updated screen resolution setting to scale (50-200). Updated standard weapon sight distance default for iron sights & reflex sights. Updated FOV transition curve & aiming curve. Updated unsupressed AUG fire sounds. Tweaked anim play rates for sprinting & walking to be more in sync with sounds Tweaked aim influence: decreased aiming time. Tweaked hit effect: increased camera flinch and vignette on hit. Tweaked aiming animation. Tweaked AI to more often seeks for cover.
Fixes
Fixed audio settings always resetting on loading new level. Fixed bug for resolution scale on the post processing effects. Fixed ai bug causing them to get struck due to infinite replanning.