- Fixed an issue where the action menu wouldn't work if the highest hotkey number was higher than the actual amount of active skills - Fixed an issue where the cursor sprite would not reset after camping while using a camp skill - Changed Main Menu Art and Background Music
Added Filter Added filter to log. You can filtering the display by characters or dates.
Added Command "Do nothing" In order to prevent the problem of missing the timing to speak due to misoperation, we have added "Do nothing" to the commands available at the start of a turn. This will prevent the turn from progressing at the start of the turn unless the player uses any commands. Operations at the command chain timing will remain the same as before.
Added Skip the Tutorial Added "Skip the Tutorial" to Exit menu. If you have cleared the tutorial at least once, you can skip it.
Others
Fixed so that you can check each NPC's profile data from cast settings
Added notification window when new features are released
Just dropping in to let you know we rolled out a little patch today. Here are some tweaks and fixes to keep things running smoothly. As always, your feedback is like gold to us, so keep it coming.
Singleplayer
Addressed conflicts between initiating sparring and starting quest processes indoors.
Corrected the scenario where, after marriage, Mi-an returned home to sleep.
Fixed Fang's persistent cloak issue in the 'Between the Lines' quest.
Fixed the issue where waiting for the Bus Station to be built wasn't completed during the 'Another One Rides the Bus' quest.
Fixed the Sweetheart Cake gifting issue where the nickname couldn't be changed.
Eliminated the lingering quest circle after completing the 'The Goat' quest.
Ensured triggering the 'I Do!' achievement in old save files.
Resolved the black screen problem caused by Qi's guess plotline and conflicts with other Clinic plotlines.
Resolved the assembly page display glitch for the mahjong table.
Resolved the auto outfit change not applying to Unsuur.
Addressed the default closed item description bug in keyboard and mouse mode
Multiplayer
Addressed the issue where the treasure boxes in abandoned ruins were not containing any items.
Resolved the problem where certain scenes were stuck in a perpetual loading state
Happy gaming!
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In this dev diary, we will take a deeper dive into our programming and patch/update release workflows and we'll get a bit more technical, as our programming department shares the ins and outs of the job!
Since we just released the Winter Fest patch and Update 2.2 is on its way, it is a good time to peek behind the scenes at what it even takes for a new release of Ylands to get to you, our dear player!
Each new release contains a multitude of new features requiring new code and data. We toil on them daily, saving (or committing, as the proper lingo would go) our changes to a 'version control system' (VCS). A VCS helps us keep track of project history and lets us recover an old state on the off chance we ever mess up. Importantly, it also allows us to work on multiple versions of the project (called branches) at the same time, with work on one usually not disturbing the others. Daily changes are committed mostly to the trunk version (branch). On a busy day, there can be over a hundred changes made to the trunk.
One part of a programmer's job, on which we spend a great deal of time, is dealing with bugs. A bug is a term used for any issue with the game, whether it comes from bad code or bad data. The development of a long-term project like Ylands is fundamentally about adding or improving new features as well and as fast as possible while minimizing the number of new bugs we accidentally add.
The first line of defense against the insectoid menace is something called 'continuous integration' (CI). CI is a term for a system that automatically integrates and tests changes made to a project. It is important to say that 'integrates and tests' actually means specific things for specific projects. For Ylands it goes like this: several times a day, about every hour or so, a new build of the game is made with the new changes made since the last build (from only a couple to low tens of new changes per build). Before each build, we run set validation procedures that help us automatically check any rules that we can enforce without the need for human oversight. If validation passes, we build a new version of the game. A successful build continues to automated testing, where our in-house automated system simulates player input to run the game through a range of predefined gameplay scenarios to detect any regressions (a feature that worked but does not work anymore after a recent change). Recently, we also introduced multiplayer testing against dedicated servers.
CI, in our case automated building and testing, usually uncovers the most obvious regressions in existing systems. For anything more complex, we rely on our QA team, who know the game inside out. They test new features, to ensure they are the best they can be and also continuously check that our meddling did not break any of the existing stuff.
This process of daily development and CI continues merrily until the release of a new version draws near. We set a date of a 'datalock', usually about a month before release. A datalock comes when all new features should be good and done in the trunk branch and no new changes should really be required, besides the occasional bugfix. In theory at least. On the day of datalock, we copy the trunk version into a new 'release candidate version branch' (RC), so that it is not further disturbed by daily changes. We then proceed to test RC builds rigorously. The RC branch receives only as few changes as possible to avoid introducing any more last-minute issues.
In some cases, the RC build is made public as the Experimental Steam beta branch about two weeks before a release. We closely monitor player feedback and react to any critical issues that might be found. What is super exciting, is that starting with the 2.2 Experimental, it should be even more useful for us, as it will let players continue with their existing progress from the live version of the game (but not carry over experimental progress to live).
Finally, once the day of release is set in stone, we announce a maintenance window. On the day of the release, we flip the button, push the final build of the game live, and do a last round of checks to make sure that everything works. We celebrate, take a breather, and start the whole cycle anew.
And there you have it, Ylanders - the release cycle summarized from the point of view of our programmers.
Is there any topic from the development of Ylands that you would like to hear about? Let us know here or come chat with us on our Discord!
Among other things, standard situations have now found their way into the live match, you will be dismissed if you lead the club to ruin or you have to vacate the chair prematurely in the real manager career if you are unsuccessful. Furthermore, you can now also sign players on a free transfer for the next season. In addition, significantly fewer players now end up on the transfer market and the AI clubs try to keep their top players. The list of changes is much longer, you can find it in the news below.
Important: Previous savegames remain compatible. However, some of the adjustments to the transfer and contract system will only take effect from the next transfer period.
We wish you a great weekend!
Your Anstoss Team
General
partly too long club names in transfer screens replaced by short names
goalkeepers now wear gloves in 3D scenes
table sorting is now correctly maintained
extra time and penalty shootout now correctly marked in the match report
adaptation of various texts (German and English)
some injury events now have design images
display of name in various screens changed from SURNAME, FIRST NAME to FIRST NAME SURNAME
added ingame date to savegames
13 strength system: Strength information in tables now has decimal places
shortened too long text in the result of the livematch
fewer (top) players end up on the transfer market
transfer demands based on contract term
signing of own junior players now possible regardless of team strength
added more tooltips for the negotiate button
New
loaned player now marked in squad list
missing standard situations like corner kicks and free kicks in live match
3D match scenes for corner kicks and free kicks
more jersey patterns implemented
revised group tables international competitions
tooltips skills of the players on the pitch
it is now possible to be dismissed if the club goes bankrupt
real manager career: early dismissal if the club is unsuccessful
clubs now have an existing staff when they are taken over
players now can be signed for next season
AI makes offers to the user for transferring a player for free
AI clubs are now more likely to extend the contracts of expiring players
squad overview now represents future changes
Bugfix
correct squad values in the club selection screen
player loan option now correctly tied to contract term
loaned players now always return correctly to the club of origin
no salary calculated for new players & no higher salary after contract extensions
overwriting autosave slots via autosave was not performed correctly
real manager career: blocker fixed after offers from clubs from lower leagues
suspended players remain in the lineup on matchday
sponsors now pay agreed rewards correctly
wrong stadium capacity in manager offers from clubs
AI clubs no longer sell all goalkeepers
correct player rewards in the season end screen
squad screen: wrong squad for season selection filter
end of season screen: list of player leavings empty
loaned players can be transferred or released on transfermarkt
minor fixes for scout assignments
fixed bug with sponsor negotiation after club change at the end of the season
game cannot be saved after changing club at the end of the season
note for substituted players with too little playing time
ratio of ball possession to chances not always correct
victory forecast not correct
training units not displayed correctly in the weekly schedule
training statistics without existing CoTrainer broken
eleven of the year: partly wrong players chosen
incorrect land allocation on world map
network scouting: Drag&Drop not possible per whole scout line
manager experience points not saved correctly
fixed erroneous tooltips in the training screen
player profile: positions IV and CDM swapped on pitch
fixed problems with filters of the transfer market when switching screens
contract extension of players not saved/loaded correctly
livematchday: no results for international competitions
livematchday: only results of own competitions and countries
livematchday: Blocker fixed when the bench is not full
blocker if more than 11 field players were set up fixed
Wanted to push out another small update before the weekend. Mostly minor quality-of-life changes this time around but getting those bugfixes in as soon as possible is always a good idea. Thank you for playing the demo, hope you continue having fun! <3
Patch notes (v0.57)
Adjusted bridges to make them easier to survive when crossing.
Bombs don’t explode in your face due to colliding with each other anymore, but explosions now trigger other bombs inside their radius.
Improved controller menu navigation (e.g. B usually closes menus now).
Added shop hotkeys for reroll (L1 / R) and confirmation (R1 / Space).
Updated some main menu UI components (e.g. scroll bars and compendium).
Lots of minor bugfixes.
As usual, if you have any feedback or suggestions join the Discord (and meet lots of other cool indie devs and roguelike fans as a bonus) or shoot me a DM on Twitter!
I hope you are ready for an incredible gaming experience.
In just a few hours, "Very Scary Backrooms Game" will be released for the world to play. I very much hope that my game brings you joy and gives you an experience like no other.