Here you go, Terrarians: the 2023 Terraria Holiday Shopping Guide! Take a look at the merch hub as well as all of the new stuff and pick up something cool for yourself or a loved one today. Happy Holidays!
TERRARIA MERCHANDISE STORE HUB
Throughout the year, best place to be able to see all of the available Terraria merchandise listed in one place is our Terraria Merchandise Hub (https://terraria.org/store). This is constantly updated, with all current Terraria merch collected in one place to make shopping for gifts (or gifts for yourself) easy. Click the banner above to check it out!
NEW TERRARIA MERCHANDISE FOR THE HOLIDAYS
TERRARIA HOLIDAYS 2023 SEASONAL COLLECTION
Though they are not QUITE ready for today's post, our partners at https://terraria.shop/ will once again have some suitably festive products on offer. We expect those to arrive soon - we will add them here to this guide once they are available!
COMING SOON!
TERRARIA PREMIUM BOSS FIGURES REVEALED & CHIBICHANS NOW IN STOCK
Our good friends over at Terraria.shop are pleased to reveal the brand new Moon Lord and Eye of Cthulhu Premium Boss Figures - brand new for the Holidays! In addition, Terraria Chibichans are now in-stock!
For anyone that preordered Terraria Chibichans, that means that they will be shipping out to you shortly!
TERRARIA HALLOWED ARMOR PLUSH MAKESHIP CAMPAIGN LIVE NOW!
We have recently partnered with Makeship to create what we hope will be the first in a series of plush based on the most popular and iconic Terraria armor sets! Up first, we have Hallowed Armor - complete with Excalibur and Pickaxe Axe!
Click the banner above to check out the Hallowed Armor Plush!
Personally, we think this little dude looks pretty cool and we hope you will agree and support this campaign by picking up your very own Terraria Hallowed Armor plush today!
TERRARIA COLLECTION FROM EIGHTY SIXED - NEW OFFERINGS AVAILABLE NOW!
Eighty Sixed is a brand new Terraria partner for 2023, and they have come out of the gates hot with some of the most unique Terraria designs that we have seen to-date. From the must-have Zenith Keychain to a handful of some of the most awesome shirt designs thus far, this is a collection that you will not want to miss!
Eighty Sixed is running a Black Friday sale as well - from November 24 through November 30, you can pick up some of these amazing pieces at a nice discount!
Artovision has always been known for making killer videogame-based shadowboxes and desk art... but they have really outdone themselves this time! Brand new just in time for the Holidays, they are releasing the Plantera Shadowbox!
Do you have what it takes to evade the creeping tendrils and poisonous nettles of the terrifying Plantera? Click the image above to pick yours up today and find out!
{LINK REMOVED} Of course, all of the older favorites from the Terraria Shadowbox and Desk Art collection are available - such as the amazing Wall of Flesh shadowbox! Click the image above to check out the entire Terraria collection at Artovision!
TERRARIA GRAPHIC NOVEL SERIES
The day has come! The first issue in Book Two of the TERRARIA Graphic Novel Series will be available for pre-order starting on this Wednesday, November 22. We are even more pleased to see that our partners at 50 Amp Productions have stepped up in a big way to ensure that distribution and shipping goes a lot smoother this time!
Picking up where we left off, we find out what Vale and crew have been up to since their narrow victory at the end of Book One. All is at peace... or is it?
Check out what is on offer as far as packages for Issue Five by clicking the banner image above. As with previous releases, we have a variety of options: from "just Issue 5" to a selection of collectors' items featuring the characters from the Graphic Novel. Be ready to order yours starting on Wednesday!
TERRARIA 2024 CALENDAR - ONCE AGAIN FEATURING TERRARIA'S AMAZING FAN ARTISTS
Last year saw the return of Terraria calendars to walls everywhere. Featuring amazing brand new art from some of Terraria's most popular fan artists, this was a must have for any Terrarian's room! We are happy to share that the Terraria calendar is making a return for 2024 - once again with brand new never-before-seen art from Terraria's vibrant fan art community.
Click the icon or cover image above to pick up the 2024 Terraria Wall Calendar on Amazon!
NEW TERRARIA MERCHANDISE THAT YOU MIGHT HAVE MISSED
2023 brought a lot of cool new Terraria merch for fans to enjoy. Perhaps you missed seeing it at the time or you wanted to wait until a later date to check it out. Well, allow us to catch you up on these amazing pieces!
TERRARIA x MADRINAS COFFEE
We had the distinct pleasure to work with the amazing folks over at Madrinas on two distinctly Terrarian coffee flavors. The perfect gift for the coffee fanatic Terrarian in your life... after all, nothing warms you up better than Pigron's Maple Bacon whole bean coffee on a cold night.
Terraria x Madrinas Collector's Box Our good friends over at Madrinas are starting Black Friday early with up to 60% OFF sitewide! From 11/17 – 11/28 you’ll be able to score your favorite Terraria Coffees, like Dryad’s Wild Honey Cold Brew, Pigron’s Maple Bacon Whole Bean or the Limited-Edition Collector’s Box at their lowest price ever! Who doesn't need some extra fuel to dig, fight, and build this busy holiday season, not to mention it’s the perfect gift for the Terraria fan in your life!
Click the banner above to check out the Terraria x Madrinas collection - including the awesome limited edition gift set that includes both Terraria flavors, a Terraria shaker and a Terraria koozie!
You can also pick up your favorite flavor on it's own by clicking the images above!
NEW PLUSH AND THE RETURN OF THE BIOME PIN SERIES FROM SANSHEE
Sanshee brought some amazing new offerings to the world of Terraria in 2023 - from the awesome King and Queen Slime Plushies to the return of the Biome Series pins, Sanshee has something for every Terraria fan!
CHECK OUT THE REST OF THE EXISTING TERRARIA MERCHANDISE LINE
Of course, the new stuff is always great to see - but we would be remiss to not remind everyone about all of the other amazing Terraria merchandise that is out there. Again, check out the merch hub linked at the top of the page if you want to check out absolutely everything in one place. You can also click on any of our partners' logos below to be taken to the Terraria storefront on each partner's website.
That's it for our 2023 Terraria Holiday Shopping Guide, everyone. We wish you all Happy Holidays - and just know that, as in years' past, our entire team spends a lot of time reflecting on just how thankful we are for each of you. Have a fantastic Holiday Season - and we cannot wait to see what the future holds for Terraria in 2024!
Hi everyone! How are we today? We are now ready with a new update! Read more below to see what the new update has.
Multiplayer
New update where the focus is on solving bugs in Multiplayer. The game's Multiplayer works optimally again. There have been several challenges with Multiplayer after new codings for the game, which meant that the Server and Client did not talk to each other as they should. This has been resolved now. There may be minor bugs left, which we are busy testing, but Multiplayer works optimally again.
There were several challenges with Multiplayer, where Server and Client did not talk to each other correctly. This was both ingame and when creating a new Multiplayer Match. Client restarted game when Server created new Multiplayer Match. In addition, as is well known, there were several ingame bugs with Multiplayer, where, among other things, Clients did not do the same as the Server should do. There were also challenges where Clients or Servers left the Match that all players restarted. We have gone through most of it, and fixed a lot of bugs in Multiplayer, which makes Multiplayer work again. This has been tested over many times, and will continue to test Multiplayer until all are resolved. So far we've got pretty much all the bugs worked out now. If you experience bugs, please contact us on Steam, Discord or Mail at: contact@mtgi.dk and report your bugs in the game.
Change
We have completely redesigned the Starting Match Menu, which makes it easier for players to choose Weapons, Characters, and whatever else should be possible to select. The new Weapon Menu is a Radial Menu that changes when you select. You can also press X, which closes down, and choose default. It is possible to change afterwards if you are not satisfied with what you have chosen. When you choose a character, there is an image of the character you have chosen that is in motion. This stops after a few seconds, and stops when you press Play. The new Menu is both nice to look at and provides a complete overview when you have to choose quickly before the Match starts.
Hot fix Multiplayer
Fix of Change Weapon UI on Server and Client.Didn't change UI when players change between Primary and Secondary Weapons. This has been fixed now.
Fix of Client not shooting. Clients could not shoot. This has been fixed now.
Fix of Client not change Weapon. There were problems where the Client could not change weapons. This has been fixed now.
Fix of Client run. Clients couldn't run, but hacked it a lot. This has been fixed now.
Fix of Client didn't find games, when Server Created Match. If Server created a Match, Clients could not find it. This has been fixed now.
Fix of Server and Client not showing right ammo. Both Server and Clients showed incorrect amount of current ammo in bag. This has been fixed now.
Fix of Speech System not runs on Clients. The Speech System did not work correctly with Clients. This has been fixed now.
Fix of Server didn't see Client animations. When a Client's animations were played in front of the Server, it could not be seen. This has been fixed now.
Fix of Client Aim. Clients had challenges with being able to Aim. This has been fixed now.
Fix of Client and Server Starting Match. If the Server or Clients did not press Play before the Match started, it was not possible to access the Match. This has been fixed now.
Fix of Client not spawns Blood Splash. Only Server could see Blood Splash. This has been fixed now so that both Clients and Servers can see it.
Fix of Server restarts game after Clients Leave Match. Every time Clients left a Match, the game restarted for both Server and Clients. This has been fixed now.
Fix of Client and Server Didn't Drop Weapon after Leave Match. When Client or Server left a Match, their weapon remained inside the Match. This has been fixed now.
Hot fix
Fix of Needs System not stop spawning text. Need System did not stop spawning text when Food or Water got above 40%. This has been fixed now.
Fix of Hit Marker animation. Hit marker did not move properly when a player ran or otherwise moved. This has been fixed now.
Fix of Restarts game after Leave Match. In Singleplayer, there were some challenges with the game restarting when leaving the Match. This has been fixed now.
Fix of Inbox not remove new message icon. Inbox New Message icon would not disappear when reading new messages. This should be fixed by now.
That's all for today! Have a wonderful evening, until we meet again!
We have a lot of little changes and a few bigger ones with this update. The full changelog will be at the bottom of this post for those who would like to see all that's changed.
News Article Overhaul
The biggest change we wanted to share is that we decided to bring the narrative of the world into greater focus. To do so, we have drawn a greater focus on the newspaper, and the articles therein contained. Now, when you clear an area of hostiles, you will be greeted with an article from one of the news correspondents writing on the events impacting the city of Harland. To allow you to have a fuller picture of the story, we have also added a newsroom to the title screen for you to reference back to articles discovered on your tours in the trenches.
To make room for the article system, we have also removed the scoring system and all UI elements relating to it.
Until next time! - Polearm Team
Changelog:
Overhauled the Newspaper system
Removed Scoreboard from the title screen
Created News Room screen on the title menu
Removed all score systems
Redesigned the HUD
Redesigned title screen menus
Added new model for flying squad leader
Added new model for flying medic
Added a new model for the supply carrier
Added a hit vignette to the windows
Added VFX to the shield squids to indicate where squids are getting their shields from
Redesigned the particles used to indicate when a squid is buffed, they should be more readable now
Updated the firing VFX for several weapons
Added radio static VFX to the radio in the cockpit
Added Healthbars to the chapter boss
Added damage numbers to display when hitting a target
Added controller rumble
Added menu navigation sound effects
Rebalanced all weapons
Added 'Are you sure?' screens before quitting a run and exiting the game
Fixed some issues where the chaingun would stop firing
The passion for Path of Exile shown by our community always amazes us. In today’s news post we’ve gathered some art to share with you, some of which will last a lifetime! Check them out below!
A devoted cleric of Shar, goddess of darkness and loss, Shadowheart agreed to have her memories wiped as part of a holy mission. Now its sole survivor, she must deliver a powerful relic back to her kin in order to win Shar's love and have her memories restored – but all the while, she is tormented by strange, painful magic that she struggles to understand.
Players can unlock Shadowheart during Simril from November 29–December 11. Check out the Shadowheart Champion Spotlight for more information!
This is a big update, with many changes big and small. The headlining feature of the update is Workshop integration, allowing you to upload and share puzzles and packs of puzzles with other Steam users. Other changes include, but are not limited to, the addition of optional hint aggregation, the overhauling of the puzzle editor, and the retconning of all built-in puzzles to be line solvable.
With such a big update, there's bound to be a few bugs that I missed, so please report any that you find, or any crashes you experience, on the game's forum so that I can fix them as quickly as I can. Thanks!
An extensive explanation of changes that have been made follows.
User puzzles
Puzzle titles
You can now set and change the title of user puzzles. Previously, a user puzzle was simply titled with a time stamp and could not be changed.
Exporting puzzles
Puzzles can now be exported to a .PZL file that can be shared with other users. Puzzles are exported to Documents/Nonozle User Puzzles/Exported. Other players should copy your exported puzzle to Documents/Nonozle User Puzzles.
When you export a puzzle, you sign it with a username of your choosing (ASCII characters only due to in-game font limitations). The exported puzzle's file name will contain your signature, and other players who you give the puzzle to will see the signature on the puzzle select button and after solving the puzzle. The signature is saved for later use so that you don't have to retype it each time, but it can be changed later if desired.
You can choose to either show the puzzle title from the start—it will be visible in the file name and in puzzle select—or hide it. If you hide it, a hexadecimal number (your puzzle's hash code) will be used to identify the puzzle in its stead until it is solved.
Separation of puzzles by you from puzzles by others
Previously, all user puzzles were stored in the same location and puzzle select screen, with no distinction between puzzles you created and puzzles others created. This has been rectified, so that now puzzles others have created and shared with you (whether via exporting them, via clipboard, or via Workshop) are kept separate from puzzles you created. Unfortunately, there's no way for this to apply retroactively, so if you previously used the clipboard puzzle sharing system before this update, those puzzles will still show as puzzles you created.
Because of this separation, the prompt about a puzzle not being solved yet that used to show up when you tried to edit it no longer appears, as "spoilers" are not a concern for your own puzzles.
Puzzle packs
You can now create puzzle packs, which consist of a sorted list of your puzzles of your choosing.
Pack editor
This is the pack editing screen, where you create a puzzle pack using your list of puzzles. Puzzles in the pack can be reordered via drag-and-drop or via the "Move up" and "Move down" buttons, and they can be automatically sorted by solver pass count.
When you click the button to sort by pass count, any puzzles that are in the pack that haven't yet had their pass count determined need to be processed by the solver first (pass counts are saved once they are computed, so that they do not need to be computed again unless the puzzle is changed). If you have a lot of puzzles that have no determined pass count yet, this could take some time. Puzzles with the lowest pass count go to the top, with the pass count increasing as you go down. Puzzles that are not line solvable (the solver cannot solve them) go to the bottom of the list. In the event of puzzles having the same pass count, smaller puzzles will go first.
You can choose whether or not you want to group puzzles by size. It might make sense to turn this option off if your pack has a small number of puzzles that nevertheless vary in size, so that you can avoid having your pack have a bunch of pages with only one or two puzzles per page.
Packs need two or more puzzles in order to be saved. Before you can save a pack you have created, you'll need to title it.
Exporting puzzle packs
Once you've created a puzzle pack, you can export it just like an individual puzzle. Exported packs go to the same location as exported puzzles and are also .PZL files. Your signature will appear in the pack select screen, the puzzle select screen of the pack, and the solved puzzle screen when other players play your exported puzzle pack.
Internal puzzle packs versus exported puzzle packs
There are two different types of puzzle packs: internal puzzle packs and exported puzzle packs. Basically, internal puzzle packs are used to create exported puzzle packs.
Internal puzzle packs are packs you created using the pack editor. They only store references to the user puzzles they contain, not the puzzles themselves. They can be edited, they can be exported, and they can be uploaded to Workshop. When you delete an internal puzzle pack, none of the puzzles it contains are deleted, because they are stored as individual user puzzles. When you delete one of your user puzzles, it is automatically removed from any internal puzzle packs that contained it.
Exported puzzle packs are packs that have been exported or uploaded to Workshop. They store the actual puzzle data within them, not just references to puzzles. They can't be edited, but they can be played just like the built-in puzzle packs.
Puzzle editor
Transparency support
You can now create puzzles with transparency to them (just like the built-in puzzles) using the puzzle editor. Individual squares are either blank, transparent, or filled. Transparency only affects how the puzzle appears after it is solved. In the puzzle editor, transparent squares are represented by a moving grey checkerboard pattern. The movement of the pattern can be disabled in the settings.
Solver validation
You can now run the puzzle solver to check whether your puzzle is line solvable, how many passes the solver needs to solve it if so, and what percentile range it falls into (except 30x30 puzzles, which are too large for me to have generated percentile groups). The validator/solver automatically runs whenever you save the puzzle you're working on, and the pass count is saved along with it. The validation screen plays an animation showing the solver working one pass at a time, though the animation can be skipped if desired.
Bucket fill tool
You can now toggle between the paint tool (regular filling in of squares one at a time) and the bucket fill tool, which fills a contiguous space (with blank, transparent, or filled squares) in the same way that such a tool works in image editors. This is particularly handy for turning backgrounds of images transparent quickly.
Mini puzzle preview
A small preview of the puzzle was added above the main editor grid, to help you correctly visualize the image you're creating at a smaller scale.
Removed animations
Individual square animations have been removed from the editor, as a way of distinguishing it from the puzzle solving experience and to avoid distracting from the puzzle creation process.
Reworking of controls
Because of the additions made to the editor, it was necessary to define a separate group of controls for it. You can set your desired inputs for the following actions:
Gamepad: Fill - default: A Blank - default: B Make transparent - default: X Change current tool (paint or bucket fill) - default: Y Undo - default: left shoulder Redo - default: right shoulder
Keyboard: Fill - default: W Blank - default: S Make transparent - default: A Change current tool (paint or bucket fill) - default: tab Undo - default: Z Redo - default: X Set primary click to fill - default: M Set primary click to blank - default: N Set primary click to make transparent - default: B
Mouse: Primary click - default: left click Fill - default: undefined Blank - default: right click Make transparent - default: middle click
When using the mouse, the current primary click type can be changed by clicking one of the primary click boxes, scrolling the mouse, or using one of the keyboard inputs, just like how you can change the primary click type when solving puzzles.
Workshop
Nonozle now features Steam Workshop integration. Puzzles and puzzle packs can be uploaded to Workshop in-game. When you go to upload an item to Workshop, it'll work much like exporting a puzzle or pack, with you being prompted to show or hide the title for puzzles and asked for a username/signature for both puzzles and packs. You'll also be prompted to agree to the Steam Workshop/Subscriber Agreement, complete with a link to the relevant Steam URL. Items uploaded to Workshop aren't shown to other users until you've agreed to it on Steam. After a successful upload, the game will open up Steam's built-in browser to the webpage for the Workshop item.
Workshop items are automatically tagged according to their attributes. Here is the current list of tags:
puzzle (for individual puzzles)
pack (for puzzle packs)
line solvable (puzzles that are line solvable or packs where all puzzles are line solvable)
not line solvable (puzzles that aren't line solvable or packs where all puzzles are not line solvable)
5x5, 10x10, etc. (individual puzzle sizes)
To play puzzles or packs uploaded to Workshop, you'll need to subscribe to them using Steam's Workshop webpage. In-game browsing of the Workshop is not currently planned. But you can subscribe to items on the web while the game is running, and the items will automatically download and be playable without having to restart the game first. A notification will pop up from the right side of the game window indicating that a Workshop item has been installed and is ready to use.
Playtime of Workshop items is tracked so that you can see what Workshop items you've played when browsing them on Steam and sort items by playtime.
In-game, Workshop puzzles and packs are grouped together with exported puzzles and packs that you've manually placed into the Documents/Nonozle User Puzzles directory, if any. When you delete a Workshop item in-game, you'll be automatically unsubscribed from it.
I've uploaded a pack of 21 puzzles as well as a single individual puzzle for you to try out Workshop with.
Random puzzles
Separation of random puzzles from user puzzles
Randomly generated puzzles are no longer grouped with user puzzles and are instead stored separately and have their own puzzle select screen. Unfortunately, this could not be applied retroactively and any random puzzles you generated before this update will still be considered user puzzles you created.
Auto-pausing of current random puzzle
When you generate a random puzzle, you can now leave it and come back to it later without having to save it to your collection of random puzzles first. This change does mean that if you want to permanently save a randomly generated puzzle to your collection, you have to beat it first. If you generate a new puzzle while a paused one is incomplete, the paused one will be discarded.
Pass count bar graph
While generating a random puzzle, a bar graph showing the distribution of puzzles generated so far by solver pass count is shown. This replaces the text readout that served a similar functionality. A highlight below the bar graph indicates the pass count range you selected. Of course, since the graph stops as soon as a matching random puzzle has been generated, it won't be very interesting to look at unless you select one of the outlying ranges (very low or very high pass count).
The bar graph can be disabled in the game's settings if desired.
Go straight to a new random puzzle
You can now generate a new random puzzle from the puzzle solved screen after solving a random puzzle.
Export and copy to clipboard
Random puzzles can be exported and copied to the clipboard for sharing. When this is done, [Random Generator] will show as the creator of the puzzle. Random puzzles cannot be uploaded to Workshop directly.
Puzzle solved animation
The transition from the puzzle screen to the puzzle solved screen has been made fancier. The puzzle grid lines now slide out of view, and Xs, placeholders, and UI elements now fade out or in instead of suddenly disappearing or appearing. The puzzle solved color ripple has also been changed. And a new satisfying sound effect has been added when the puzzle is completed.
Previous puzzle solved animation:
New puzzle solved animation:
Also, two new animations have been added.
Center then slam:
Flying squares (the new default):
You can also choose to alternate between the three types of solved animations by choosing the "Shuffle" option in settings. And the solved animation can also be disabled if you prefer.
Hint aggregation
A new optional feature I've termed "hint aggregation" has been added. With this enabled, repeated identical hint numbers are instead shown as one hint number with a superscript indicating how many identical copies there are.
This:
Becomes this:
In settings, you can choose how many identical hints there are before aggregation occurs, and you can also choose to only aggregate groups of 1s (as those are pretty common). This can make hint counting less frustrating.
When a hint is aggregated, it won't be faded out until all of the hints in the aggregation are accounted for.
Hint aggregation is off by default.
Line solvable retcon
All built in puzzles have been retconned into being line solvable. This means that any puzzles that were previously not line solvable have seen minor changes to make them so. This inevitably entails a large decrease in difficulty for some of the puzzles that have been modified, but I believe it's a positive change for all built-in puzzles to be consistent in this regard.
A list of the puzzles that have been affected follows.
If you've already solved any of the affected puzzles, they will remain solved and you won't need to go back and solve them again.
The A-8 step-by-step tutorial has been modified to reflect the change.
Clipboard puzzle sharing
Sharing puzzles via clipboard has been updated to reflect the addition of user puzzle titling and user signatures. When you copy a puzzle to the clipboard, it'll now contain the puzzle's title, and you'll be prompted to sign it just like when exporting puzzles. This results in a somewhat larger text string than before. Clipboard puzzles that were formatted in the old way can still be pasted into the game, but, of course, they won't have a proper title or user signature.
When you save a puzzle that's been copied to the clipboard, it is automatically exported to Documents/Nonozle User Puzzles.
Also, if you try to play a new clipboard puzzle that's identical to one you've already saved, the game will let you know that you already saved that puzzle.
Virtual keyboard
In order to add user puzzle titling and signatures, I had to create a virtual keyboard to support text input using all three input methods supported by the game.
You can use the virtual keyboard using a gamepad or a mouse, or you can simply use your physical keyboard normally.
A new group of controls had to be added for gamepad to support this. You can define the following inputs for gamepad for use in the virtual keyboard scenario:
Select (to press keys) - default: A Backspace - default: X Space - default: Y Shift - default: left trigger Escape (to cancel text editing) - default: B
Other changes
Reworked controls editor
How the controls editor works has been changed. Previously, the game would attempt to auto-swap conflicting inputs as needed. As it turns out, the way the auto-swapping was implemented was flawed and sometimes didn't work correctly, and I decided that trying to fix it wasn't worth it.
Instead of swapping inputs between control groups, the editor now highlights any conflicting inputs so that you can easily see them, and won't let you save your changes until the conflicts are resolved. Also, the changes now are not applied until you leave the editor screen, and you have the option of discarding the changes you made instead. Inputs within an individual control group are still auto-swapped.
The explanation text for each control editor screen has been rewritten, in part to reflect this change.
Rearranged main menu
The main menu has been rearranged (again).
The big three buttons are now User puzzles, Puzzle select (for built in puzzles), and Random puzzles. With UI animations enabled, user puzzles move in from the left, built in puzzles move in from the top (as before), random puzzles move in from the right, and tutorials move in from the bottom (as before).
The margins of the big text buttons have been adjusted, and a blank background was added behind the main menu buttons for better separation from the title screen puzzle animation.
Rearranged puzzle select screen
Page dots and page size labels have been moved to the bottom of the screen, and a title label has been added.
Rearranged and improved tutorial page sizing and placement
Like the puzzle select screen, page dots have been moved to the bottom. For pages that have it, the page title text has been moved to the top.
Info pop-up changes
The text pop-up that explains menu items at the bottom of the screen now has an animation where it slides into and out of view. This animation can be disabled, and the info pop-up itself can now also be disabled.
Scrollable options menus
Options menus have been made scrollable when they don't fit vertically onto the screen, adapting the scrolling code I had to create for pack select screens and the pack editor. Now I no longer have to create yet more sub-menus when the number of settings spirals out of control. Hooray!
Task dialog
Added a new type of dialog that shows up when a task is running that takes a while. It has a nice little spinny square in the corner. This dialog appears when deleting all progress, when sorting puzzles by pass count that haven't had their pass counts determined yet, and when creating and uploading Workshop items.
New actionable lines look
Changed how actionable lines are pointed out when that option is enabled.
Before:
After:
The new look is more professional and saves space, allowing the puzzle grid more screen space to work with.
Credits
The URLs in the credits scenario can now be clicked (even with the keyboard or gamepad), opening a browser window to the URL. A link to MonoGame's About page has also been added, as well as a mention of Steamworks .NET, which Nonozle has always used for its Steamworks integration, and a link to the Steamworks .NET homepage.
Other minor changes
Changed the title screen puzzle animation to not restart when the UI is reconstructed but the resolution hasn't been changed (like when toggling certain options, for instance)
Rearranged "Other appearance settings"
Decreased button inflation rate so that the animation doesn't appear as frantic
Code refactoring that doesn't present outwardly, such as only using a single info pop-up instance instead of creating one for each button that has info text, and a total reworking of how lines of text are stored and read
Changed how puzzles are saved to binary (they save their solver pass count now)
Changed the sound effect that plays when moving the slider in the expanded color picker. The same sound effect also plays when scrolling in other contexts, and when the puzzle grid lines are sliding out of view during the puzzle solved animation.
Improved the transition from the pause menu to the puzzle when clearing a puzzle and starting over
Changed the "Play" button on user puzzles to not automatically restart the puzzle if it is solved, instead going to the puzzle solved screen
Changed delayed repeated input changing the state of a tutorial puzzle to stop when it gets to the beginning or the end of the list of states
Made solved puzzle title text twice as large
Added more of a buffer between text and buttons in dialogs
Adjusted CheckmarkTextButton margins
Changed it so that hovering over an arrow of a MultiOptionSelector automatically selects the MultiOptionSelector.
In the sound effect editor screen, changed sound effect buttons to play their sound on hover even when the sound is disabled
Changed the puzzle select dot group to account for a very high number of user puzzles
Changed exit buttons during clipboard puzzle to say "Exit"
Changed puzzle music to begin on starting a solved puzzle when the option to stop music on puzzle solve is disabled
Added a blank background to "no puzzles" text in puzzle select screens so that it's more easily visible against the background puzzle animation
Changed solved puzzle screen buttons to fade in the background of dialogs
Changed the playlist and sound effect editor screens to fade in the background of dialogs
Reworked how built-in puzzles are saved and read to allow for easy adding of more built-in puzzle packs
Puzzle select buttons now use marquee-style scrolling when the puzzle title doesn't fit instead of decreasing the font size for the title
Renamed "Show checkmarks for solved puzzles" to "Show checkmarks on solved puzzles"
Probably some other changes I should have kept better track of
Bug fixes
Fixed the puzzle incorrect warning delay sometimes not working
Fixed mouse interpolation not working outside of the puzzle screen space
Fixed "You're all done!" sometimes showing when it shouldn't
Fixed completed hints darkening even when hint highlights are disabled
Fixed inconsistent sizing of multiple option selectors
Fixed issues with puzzle auto assists not triggering when they should
Fixed puzzle select buttons sometimes missing the primary color
Fixed a bug where a click sound effect would play when clicking between the two text buttons in the hand-picked color screen
Fixed an issue with puzzle sizing and placement
Fixed an issue with puzzle editor sizing and placement
Fixed a bug with repaginating user puzzle select after a new puzzle has been added (not sure if this one is present in the previous release)
In the playlist editor, fixed the title/menu track showing the wrong value after clicking "Reset to defaults"
In the playlist editor, fixed "Reset to defaults" not actually resetting the title/menu track at all
Fixed a crash that could occur in the playlist and sound effect editors after a resolution change
Fixed display settings being synced with Steam Cloud by mistake
Fixed a crash when a file storing the menu types you've visited is missing
Probably some other bug fixes I should have kept better track of
New settings
All of these settings have already been mentioned above, but I've also gathered them here for convenience.
Hint aggregation starting amount (Settings > Puzzle > Puzzle appearance)
Only aggregate ones (Settings > Puzzle > Puzzle appearance)
Show info pop-ups (Settings > Appearance > Other appearance settings)
Show random generation bar graph (Settings > Appearance > Other appearance settings)
Show transparency animation in editor (Settings > Animations)
Show info pop-up animation (Settings > Animations)
Puzzle solved animation (Settings > Animations)
What's next for Nonozle?
The next update I'm planning is an overhaul of custom visual themes. I'll rework the custom theme editor so that you can see a preview of the theme, I'll change how custom themes are stored and remove the five theme limit, and I'll add exporting of custom themes and sharing them to Workshop.
After that, I'll be working on DLC puzzle packs! The current plan is to price potential future DLC puzzle packs at $1 for 100 puzzles. Look forward to it, and in the meantime, enjoy creating, sharing, and playing puzzles using Workshop!
Hi everyone, I've been asked by the large & vibrant FishWiki Discord community to stream the game and do an AMA. We'll also be streaming to Steam. If you want to join their Discord, feel free to do so here.
If you want to join the Fish Game Discord, you can do that here!