This is a copy of our v018 release post for early adopters over on Itch and GOG.
Hello explorers! Welcome to another phat build of Sapphire Safari! Version 018 took us WAY longer than we ever could anticipate, reasons I'll go into later in the post. The highlights? We have a metric assload of new general animations, thousands of interactable points for monster girls, new AI systems, new photo goals, and tracking systems. I kid you not, this patch was a huge labor of love, and now it is time to share it all with you!
Every Mon a Goal
The biggest feedback our players have given us is directly related to the input and feedback systems related to goal tracking and overall completion. It was always our goal to make this immediately visible to players, and now we are very close to that goal.
The Guide Book is the new way to interact with all completion-related goals, in this patch we focused entirely on the Monpedia experience. This means we have a system for making discoveries of Monster Girls, tracking the photos you have taken of them, and learning more about their biographies and habits.
Finding discoveries is easy, simply use your camera and collect proof! Anything undiscovered is listed in the Monpedia as a silhouette so be sure to cat…SNAP them all!
Each species will also have its own full tracking goal to complete. 9 photos for the General Tab and all their Variations of fur/skin/scale colors are now goals the player can view and submit for.
The General category of the Monpedia was our first overhaul for the patch. Within it, players will need to submit the best-scored photo possible for each type of behavior for every species of Monster Girl. The behaviors added in this patch are the following:
Eating: Photos of the target eating and drinking things found in the world.
Sleeping: Photo of the target sleeping (currently WIP).
Grooming: Photo of the target bathing, or grooming.
Socializing: Photo of the target talking/laughing (currently WIP).
Exercising: Photo of the target stretching, swimming, lifting, running.
Relaxing: Photo of the target sunbathing, laying against an object, sitting in the sun.
Playing: Photo of the target dancing, playing tag, and splashing water.
Curiosity: Photo of the target in a curious state.
Tool Use: Photo of the target using things either the player dropped or environmental (currently missing and WIP).
We also put together the Variation category as well, within this section players are tasked with taking the best-scored photo showing off the unique patterns and colors of each species! Depending on the species, some may have more varieties than others.
Depending on the photo taken, along with what species of Monster Girl is visible a single photo can now be used for several photo slots. It is up to the player to decide on where the photo is best used for maximum effect!
To achieve all this, it took a huge amount of work, first the AI system was completely overhauled, and the AI now is given a job to do and it does it. The previous system of an NPC having needs and hunger was just not sustainable. Couple this with a new spawning system in a future patch and the player will be discovering new and exciting things around every corner and behind every rock!
Optimizations and Appealing Aesthetics
The largest improvement we have made to date for the look of Sapphire Safari is within this patch. Previously our game had a baked lighting model, with zero shadows. It seemed okay on the surface but our new build in v018 has a fully dynamic shadow and lighting system! In my honest opinion, the lighting adds a whole new level of detail to Sapphire, the sun and moon both illuminate the world and cast shadows over the map. Also, because the new system might be a little intense for lower-end systems, turning off shadows now actually turns it off, improving performance by a considerable amount.
The Map and UI have received another push, this time to make it more readable and to combine the aesthetics into one design direction. The map is one of the bigger fixes, it now sits within a scaled window, and the same stylings are applied to the system.
One of the biggest unavoidable Frame Rate drops for Sapphire was the use of the camera, entering the viewfinder or ADS (aiming down sight) used to have a blurring effect applied to the outside of the reticle. We have since dropped the system in favor of a nice blur texture, the improvement in framerate is significant. Along with the removal of the viewfinder camera casting on the hip of the player, this patch will see massive FPS improvements across all systems.
Save File Versioning
Alas, we come to one of the downsides to focusing on new updates like this. It means that we have outdated all existing progress and photo submissions for Sapphire Safari. In order to make sure that as we patch going forward we will be introducing a mandatory save file wipe per patch. Basically, you will need to start a fresh save for each update we have, once we have all the mechanics in place we will make sure saves are perfect moving forward.
Having said that, the game will automatically archive all the photos you’ve taken on a previous build, so they won't be usable in the game, but you will still have those photos on your computers.
We have also taken steps to add in config file versioning as well, this means if our system is using a new config setup, and the local copy on a customer's PC does not match, it will reset the local version. This is to stop things like rebindings being wonky, or any system settings getting overhauled and causing issues. You will need to set up any unique configurations again, however, you will be warned in the game when it happens.
Widescreen and Ultra-Widescreen Support
Some of our more hardcore audience have expressed the desire to have their excessive monitor real estate supported within Sapphire Safari, so we have added a bunch of fixes and settings tools to support massive monitor resolutions, including UI framing and FOV sliders.
Changelog v018:
Monpedia Overhaul
added guidebook
added new monpedia format
replaced photo quests with general photo category
added variation photo category
added final names and descriptions for monster species
added species discovery experience
replaced scoring stamps in monpedia
added completion percentage tracking to the guidebook and monpedia
Camera Systems
replaced viewfinder ui for higher performance system
removed camera screen from hip camera model for higher performance
added new gameplay tag system for better photo response
added variation stamp to photo discovery
added grey stamp for lower par scored new photo discovery
added landscape focus call to auto focus system
removed photo output scaling options due to the possibility of overloading vram
limited photo output to fixed resolutions only (1280x720, 1920x1080, 2560x1440, 3840x2160)
AI and Behaviors
replaced monster needs system with smart object priority system to reduce roaming ai
added 2500 smart object animation points to the plains
added simple nighttime behavior and sleeping schedule
added simple socializing system behavior
replaced npc and player identification behavior
Map and Levels
fixed map break for bridges
fixed map break for hotspring
improved volcano placement
fixed despawning zone on plains
swapped duplicate beacon icon for power icon
changed display text on particular notifications
Systems and Tech
added dynamic time-based lighting and shadows
added time of day information to save file for better resume functionality
removed transparency from tab menus
map menu added to hologram aesthetic
map fow texture replaced
tab menus placement fixed for better readability
added system menu options for disabling shadows for performance increase
fixed head bone alignment on player models for head swivel
added map reset on resolution change
fixed softlock on climbing animation interaction
added save file compatibility system with photo archiving
added config file compatibility system for settings
removed the analytic capture system (thank you for the reports, minimum specs have been found due to the data supplied)
added system setting wizard to systems options
removed dynamic resolution settings due to issues with map discovery
created optimizations for integrated graphics systems
removed depreciated keybindings
added working fov slider for widescreen and ultra-widescreen systems
added hud width restrictions for widescreens and ultra-widescreen systems
corrected missing embellishments for widescreens and ultra-widescreen systems
Future Focus
With this massive step out of the way, what do future patches look like for Sapphire Safari? Well, the very next patch we will be doing will focus on the Camera Scoring system. This means we will now be able to check every single creature in a photo, score each creature individually, and create a new user flow for submitting photos with multiple species within.
Camera Scoring update > Spawner overhaul update > Sex and Intimacy update > Research Level rewards > Narrative update (perhaps)
We aim to make the next couple of patches much faster than what the Monpedia General patch took, but who knows what we will run into.
We're back with a quick hotfix (is it still hot if the update has been out for a week?) on Online connections between players. We wanted to thank you for the amazing reception of our latest update, The Sun Wukong Update. We're so glad that you enjoy this new character and the matchmaking system! The game is sitting currently at 82% recent positive reviews, that's wonderful and the team really appreciates your feedback.
Anyway, here's a little recap of the hotfix and our current investigated issues, with full transparency:
:: Hotfix 0.15.02 ::
Fixed bugs
Online: Fixed a bug related to P2P connections. May improve your experience if the online co-op has worsened since The Sun Wukong Update (0.15.01)
Currently investigated issues
Desynch / Random disconnection issues
High PINGs
We've already tackled many of the network issues since the beginning of the Early access, but some online problems remain and are harder to track down and eliminate (starting to sound less like debugging and more like hitman-related stuff...). We want to make our thinking and process clear, so here's a little transparency on what we're working on and what we have identified:
Why it has trouble working: When players are having trouble establishing a connection in P2P together (because of firewalls, VPNs, location, etc.), our server creates a relay between them. We believe that it's this relay that creates packet losses and leads to extensive delays, intangible enemies, disconnections, and more.
Our first move, more immediate: We've located the issue with the relay, so our short-term move is to try several possible solutions to prevent more problems from happening. We're hoping this will help to create a more stable experience for co-op runs, especially with delays and intangible enemies. This patch is a first step towards those solutions. But this is not a miracle solution, so we do not believe we should stop there, as it won't help with the high PINGs people are reporting. We're also working on a more long-term solution, detailed below.
Our second move, asap: We will change our current service provider, so we can better distribute this relay across the world and benefit from a more stable solution. We've made some good progress with Epic Online Services (EOS) in the last few weeks and we are currently testing the integration of this new tech. We expect it to be a big structural change, so we want to make the transition as smooth as possible. This will help with all the general issues related to delays, disconnections, and high PINGs.
We'll keep you updated on this matter along with our progress. Our next patch will revolve around the improvements we are making with the matchmaking system, thanks to your feedback and reports.
A new patch for Project Warlock II is here to address issues encountered after the release of Chapter 2. What’s more, the update introduces numerous fixes and adjustments based on community feedback.
PATCH NOTES:
Reworked monster collision:
Improved Monsters collisions with the environment
Improved Monsters collisions with the player
Improved Monsters dodge mechanics
Improved Monsters landing animation
Reworked monster aim:
Monsters now shoot in the direction they look at
Combo items:
Combo items (excluding cooldown tokens) now disappear after 10 seconds from spawning
Additionally combo items blink 3 seconds before disappearing
Other fixes and adjustments:
Added "Disable Autosaves" option to preferences
Poisoned and Bleeding Monsters count towards combo
Crystal sentry kills count towards combo
Adjusted monster physics
Increased Palmer's HUD size
Fixed cacobot's aim and animation sprites
Fixed utility binding on HUD display for Urd and Palmer
Fixed floating boxes in e1m4
We appreciate that you’re part of our Early Access and help us make Project Warlock II a better game with your constant feedback on Discord and in the comments.
Also, be sure to leave a review if you like the game. Steam gets our game in front of more people this way.
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.
*Now we will launch (in the game) an event of 4-5 days, each time before the date specified in the description.
During this event, which usually lasts 5-6 days, with daily recharge, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.
Don't miss your chance to get one of the strongest units for 24 stars. also, bonus rewards will be for 3 | 8 | 18 stars and for 24
Are you ready for a big reward, hero! Then step into Drakensang Online’s Festive Thanksgiving across the lands and prepare to celebrate the coming of Winter. Now is the time to celebrate those brave souls who have driven the darkness back in these lands, of which you are one!
From everyone here at Coffee Stain North, we wanted to extend a warm welcome to all who drop by to check out our nonsense game – we’re super excited to finally be bringing Goat Simulator 3 to Steam! We know many of you have been waiting for this, and we want to thank you for your patience.
We’ve got tons planned for the future of Goat Simulator 3 already, but we’d love to hear about your ideas. Is there an update or event idea you’d want to play? A collab you think we’re baa-rmy for not getting around to? Maybe you’ve got a dream goat in mind? Drop us a baa in the comments below!
Goat Simulator 3 is set to release on Steam in Q1 2024, and you can add it to your Steam Wishlist today.
With less than a week left until Early Access, we are ecstatic to announce that Cross Blitz has received over 50K wishlists!
For four years now, we’ve poured our blood, sweat, and tears into developing Cross Blitz. It wasn’t always easy sailing (sorry for the pun), so seeing this number today truly fills us with overwhelming gratitude.
50 thousand wishlists is not just a number, it represents enthusiasm, support, and recognition for our hard work. So from the bottom of our hearts, thank you! We can’t wait to see you all for Early Access Launch in six days!