We are beyond excited to share the goodies packed in our latest update for Bang-On Balls: Chronicles! Not only have we introduced a feature to keep your multiplayer sessions troll-free, but we’ve also added some vibrant new flags to the game – say hello to the Puerto Rican and Cuban flags!
Here’s the lowdown on what’s new:
Kick it Out: As the host of a multiplayer session, you now have the ability to kick out any misbehaving players ensuring a smooth and enjoyable gaming experience for all. No more unwanted disruptions, just pure unadulterated fun!
Flags Unfurled: Show off your Puerto Rican or Cuban pride with our newly added flags! Whether you’re from these beautiful islands or just a fan, now you can represent with these colorful additions to our flag roster.
Smooth Sailing: Besides these exciting features, we’ve ironed out some kinks and polished the edges with minor fixes and improvements. The gameplay is now smoother than a ball rolling downhill!
This update is mainly just bug fixes with a few UX enhancements thrown in. Thank you for your feedback!
Better level selection. - Your last played level will now be selected when returning to level menu. - When using keyboard/controller level buttons rise, to make your selected level clearer - You can now scroll the level menu using the right stick
Save now happens every time you finish a level (crashing won't delete your progress)
How's it going? We hope this week is treating you well. Let's try and make it even better by giving you a rundown on what we have been upto this past week itself.
We've already established how deeply Caly cares about her spacesuit. But the first outfit she received from Haar is something she genuinely treasures as well. To make it extra special, we took this "casual outfit" and made some markedly visual updates to it- to the point that some might even call it a full revamp(refer to the image alongside).
The point of this new art is to close the gap and the difference between how her sprite looks in comparison to her casual standing art looks. Hope you like the new changes as we cannot wait to make this update live and have you take Caly's new outlook, out for a spin!.
Additionally, the first bounty target has a face, a weapon, and foot tentacles. The design came together very nicely. The next stage will be creating their combat sprite and pixel sprite before moving onto a new environmental asset for the mission.
Onward, to some tale telling!
Work has officially begun on the second Bounty Hunter Quest. With majority of the time spent on concepting the pieces, this time our writers are playing the details close to their heart, though we remain unsure if it is intended as a surprise unveil or simply too early to divulge the deets. Either way, we're glad things are coming together nicely for some more game-play content.
More details however, have been shared regarding Tripteen- the first planetary introduction area. The goal decided is to take what we already have and expand it, turning the location into a hub that will be attached to additional side quests so that Caly has reasons to return to interact with the NPCs on our first planet. And yes indeed, rebuilding of the entire dungeon itself might be on the agenda as well!
More on this soon but, for now, the zeros and ones transmission incoming.
With Bounty Quests finished on paper, it's time to start spinning the code to make it a virtual reality. Specifically, work has started on creating a new enemy with a unique skill of their own to make sure bounty hunting is no cakewalk. After-all, where is the fun if the hunt is devoid of challenge?
Meanwhile, trial Testing has also begun on implementation and animations of the new standing arts. Currently mock models are being run to hunt for any induction issues or unintended bugs. But, we relatively speculate a seamless integration and replacement of older models without many, or any, issues whatsoever. Stay tuned as we bring you a more expression rich Caly to make your reading experience much more immersive!
And that is all for this one folks. We'll be making a short announcement regarding the state of the next patch in a day or so but, that is for another day and another place.
Cities: Skylines II is a performance-heavy game, and with the diverse array of hardware you as a player use, you might find this guide helpful.
It's important to us that everyone has access to as smooth of a gaming experience as possible, and while varying hardware may present different challenges, we're here to support and guide you through optimizing your setup for the best performance possible.
Virtual Texturing
The first point that we want to bring up is the Virtual Texturing. This is a technology that uses video memory more efficiently in regards to textures. Please wait for these textures to finish processing. During the time that the game is processing the textures, the buildings might turn dark or have some other graphical artefacts. The time it takes for your computer to render the updated textures depends on your hardware, but it usually does not take longer than a minute, usually much faster than that.
The processing of the Virtual Texturing will appear in the Notifications Tab on the Home Screen.
Recommended Settings
Let’s move on to the settings you are able to adjust before or during your city building. Continuous improvement of performance is our top priority, but here are our best tips to have as smooth of an experience as possible:
Lowering the Resolution; we recommend 1920 x 1080 x 60Hz
Disable Depth of Field
Disable Volumetrics; this lowers the quality of the volumetric clouds.
Motion Blur, Depth of Field, and Dynamic Resolution:
While these three will not always improve your performance, we wanted to help you understand what these settings are and hopefully help solve potential “why-does-my-game-look-like-this” questions. Depth of Field and Motion Blur can cause the game to look very strange and motion sickness and can cause low FPS to feel worse.
Tilt Shift Depth of Field and Motion Blur can be very visually disruptive if you have low FPS.
Dynamic Resolution is a game setting that helps with performance by dynamically changing the resolution. Dynamic Resolution can save FPS but might make the game look blurry; here’s an example;
Turning it to “Automatic”.
Turning it to “Constant”.
These three settings are optional, and we encourage you to change the setting to find what suits you best.
We're happy to introduce the latest Illuminaria update 🚀
🎮 Controller Support: You can now enjoy Illuminaria with your favorite gamepad controller and also on the Steam Deck!
🗣️ New Languages: We've added Brazilian Portuguese, Korean, Traditional Chinese, Turkish, and Polish as language options. Now, more players can enjoy the game in their native tongue.
🔥 Limited-Time Offer: From October 24 to November 7, enjoy a 35% discount on Illuminaria. It's the perfect time to dive into the game and experience all these new enhancements!