Today we're releasing another fix update, containing a major improvement for train-lovers: Improved trains platform choice.
Train stations in InfraSpace have multiple platforms, which on paper sounds like a good feature to have for high-traffic train stations.
The problem was, that InfraSpace trains already chose the platform they are going towards when they left the previous station. But, the journey is long and while the train was traveling, another train could easily slip in between and occupy the platform. Thus, the first train was still going towards the chosen platform even though it was occupied and many other free platforms were available!
With this update, trains keep watching out for changes in platform occupancy while driving and they adjust to path to an empty platform if possible. This makes thoughput on high-traffic stations much better.
Nuclear Power Water Rebalance
Also, we changed the balancing of the nuclear reactor water consumption again. Recently we had some issues with them either requesting too many resources or the storage for water being too large for early game buildings, so these are the new changes:
Reduced maximum storage of water to 36, so early game it does not take forever to fill buildings
Reduced consumption of water for nuclear power plants, so they are not stuck waiting for water
I know there are more things to improve. Especially on our mind are two issues that are plaguing a couple of people: Resources getting stuck in train stations and terraforming not being able to complete fully. If you are experiencing any other bugs really messing with your experience, feel free to let us know / remind us again, we're gonna keep fixing and improving for a while.
-added part menu info icons -enter/exit wing editor can be now done by pressing tab -added ramjet editor tool tips -added a "no gearbox" warning to prop and rotor readouts -straighten tool can be now accessed -added fuselage material paint symmetry -added an editor gizmo for joints and control surfaces -added backgrounds to save and load windows to prevent unwanted clicks on other UI and craft
-fixed fuselages with no geometry and parts with 0 scale causing a black screen on launch -fixed gun sounds getting culled -control surface detail texture no longer resets -fixed compressor stall sound ignoring master volume -fixed piston engine lossless ram air exploit -craft saves that use missing modded fuels will now load and the fuel is replaced with jet A -probably fixed paint on mirrored parts sometimes disappearing on load -possibly fixed control surface symmetry breaking when picking up and moving a wing
-half fuselage is now 17 points instead of 16 for better symmetry (doesn't affect previously built crafts) -imported part drag can now be disabled by adding **calculate_drag=false** to the config
We continue to listen to the community's feedback and make weekly updates. This week, the fall sale has begun, and Pathfinder: Gallowspire Survivors is 25% off until November 28. Take advantage of this offer now!
It's time to introduce you to some of the content creators who have produced quality content for the game. It's very important to us to put the spotlight on you every week, and we'll continue to do so!
Follow us on our social media channels to know everything about the game:
Very good, here we are. Both in digital and physical form as you can see. The mask is real, the story is real, the fear is real, you are real, aren't you?
By the way, I'm sure that you have never experienced something like this.
Fear Of The Darkness is the first psychological horror game that transform some real phobias in effective gameplay.
It is a journey into some problematic minds, every patient is different and there is an extravagant masked doctor that can make the difference in their lives...
The game is an immersive and anxious trip without violence, jumpscares or other common tricks in the horror genre, we don't need them to scare you.
We can do it with an hidden but very powerful story, an inspired soundtrack, voices and effects and, above all, a lot of studies and work, how deep you will investigate?
If you pay enough attention you can discover interesting things but for now I can't spoil anything.
Fear Of The Darkness, this unique and innovative game is:
- Not only a survival simulator - Not only a graphic adventure - Not only a point-and-click - Not only an escape room - Not only an action game - Not only a narrative game
You can find a lot more and you have the power to make your own choices and change the world.
If you still have fear of the darkness try the game and vote for me, otherwise do it anyway, you won't regret it.
We are a small indipendent italian team, at least for now, it also depends on you.
Are you ready to really face your personal phobias?
Thanks so much for checking in! Fixed a bunch of bugs but still plenty more to go. Looking to engage with play testers probably by the end of this month.
Ever been in that situation where you are trying to point at something in a video game and your buddies can’t seem to understand anything you are trying to tell them?
Our game world is vast and, sometimes, pointing at exactly where stuff is could feel like trying to find a needle in a haystack!
That’s why we have implemented a Ping System in Fractured Veil, so you can communicate more easily without losing track of all of your good loot while playing.
By default, pressing the [Middle Mouse Button] will bring up the Emote Wheel, from there you can ping stuff you are currently looking at!
Please Note:Everything you are about to see is a work In progress and currently has many Placeholders. Pictures and GIFs are just examples of the current iteration.
In its current iteration, the ping system has many icons, each with a different meaning. Some indicate enemies, others food, healing items, ammo, bullets, or just loot!
Once you ping something, the icon will stay there for a while, and it will be visible to all of your party members. Pings are visible both on your compass and on your map as shown in the gif below.
This means that if you need to run away from mutants chasing you, just mark what you found with a ping and come back soon after to collect your loot! If you can't collect it, we are sure your party members will soon help!
This is just the first iteration of the Ping System of course, and as for right now just a very basic feature. As we expand our game we will carefully listen to our community feedback and implement more features that can make playing together even better.
Last, but not least, we are also currently testing an emote system. We believe that allowing players to express themselves with emotes from serious to humorous is a great way to make content, create stories or just role-play with other players.
But that’s a story for another time, you’ll hear more about emotes in the near future! 👀
That’s all for this week, if you like what you see, or if you have any questions, make sure to join our Discord Server to chat with us and the rest of the community!
This week's highlights are all in the spirit of the Steel Shepherd Update and Hammer & Shield release, with videos and sneak peeks to watch, as well as some amazing community content shared by our players.
NEWS
1.4.0 Update We’ve announced our largest update of this year! The Steel Shepherd Update and Hammer & Shield Pack will both be available for PC on Tuesday, December 5th.
The Steel Shepherd Update includes
an improved front end design & main menu
new multiplayer maps
single player and multiplayer balance updates
Replays and a new replay HUD
and much more.
With Hammer & Shield, you can look forward to
new Battlegroups for the US Forces – Advanced Infantry - and the Wehrmacht – Italian Coastal
the Air & Sea Company for the single player Italian Dynamic Campaign
and a premium cosmetic package.
Livestream Announcement
After our recent livestream, where we touched on the 1.4.0 Steel Shepherd Update and Hammer & Shield Pack, we will now be hosting another livestream to delve even deeper into these topics. Join us as we invite the developers from each team to join the conversation!
✔️ Victory Point for all factions ✔️ Cosmetic sets for the USF for Scout Squad & Sherman
DEVELOPER SITREP
Steel Shepherd Preview In this preview, we are giving you a quick rundown of what's coming up in the Steel Shepherd Update and the Hammer & Shield Pack.
New Battlegroups Overview Learn more about the upcoming US Forces - Advanced Infantry Battlegroup and Wehrmacht - Italian Coastal Battlegroup with Ironcast. Available as part of the Hammer & Shield pack for Company of Heroes 3.
Sneak Peeks We’ve already shared a bunch of sneak peeks of the changes coming in Steel Shepherd. Here’s the full list so far.
We’ll be sharing more sneak peeks next week, so be sure to follow all our social channels at the links below!
Map Making 101 Tutorials - Reminder A little reminder to check out our Map Making 101 tutorial.
All 8 episodes are now available, showing you how to create maps from scratch, and even how to design your own single player scenarios in Company of Heroes 3. If you’re interested you can watch them here.
COMMUNITY SPOTLIGHT
Take a look at these awesome screenshots shared by Cesare from his upcoming UKF Italy 1943 mod.
You can submit your content for consideration by using the hashtag #CoHCommunity on our socials or by sharing screenshots, links and videos on our Discord or Forums.
That's it for this week. Tune in on CoH3 news on any of the links below.
Want to keep it clean and squeaky so that everyone can play Moth to the end!
Size: 150 KBs
Fixes: ːswirliesː Fixed Plant Princess Reign events running (still undergoing development, look forward to it!) ːswirliesː Fixed Wendigo Princess' "Random" animation possibly showing her in the wrong form ːswirliesː Fixed Knight getting invisible after being forced to leave the "boiling sea" during Moth's Route ːswirliesː Fixed Moth's Forest scenes freezing on some occasions during Moth's Route ːswirliesː Fixed looped scene when escorting Zombie Princess during Moth's Route
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːthetreeoflifeː
We know you've been eagerly awaiting the playtest build, and though it's not in its final form, your enthusiasm to experience and improve TFM has inspired us to release an early version for playtesting.
Yes, you heard it right – the Public Test branch on Steam's Beta Properties is now ready for everyone who wants to dive in! ːreexcitedː
This is your chance to be an integral part of TFM's development process. While the build isn't as polished as we hoped, it's a unique opportunity for you to explore the new changes, provide your invaluable feedback, and help us fine-tune the game for the upcoming major update. ːFistpumpː
Changelog
Total number of additions implemented this week: 21 ːhappyhfː Changes made in response to community input and assistance are 52% and marked with ːhappyheartː (These changes are only live at the Steam Public Test Beta Branch)
ːhappyhfː [Feature] Introduced skill slots for characters, enabling player-selected skills for combat use. ːhappyhfː [Content] New aura doodad: Bonfire. ːhappyheartː [Content] Added new armor rewards for Guardsmiths. ːhappyheartː [Content] Enhanced image quality for Broga and Orc houses. ːhappyheartː [Content] Improved Stonehenge assets for better visuals. ːhappyheartː [Content] Refined sleeping effects for better visual presentation. ːhappyheartː [Content] Updated giant spider sprites for a more realistic look. ːhappyhfː [Content] Added Seeds as a cost component for Duck. ːhappyheartː [Content] Introduced 35 new path reward items for Edgesmith. ːhappyhfː [Balance] Overhauled Block Chance calculation for all armor pieces. ːhappyheartː [Balance] Adjusted Adventurers' training XP gain, now faster at level 0. ːhappyheartː [Balance] Nerfed Coop activity and efficiency. ːhappyhfː [Balance] Creeping Oak has been redefined as a unique disease. ːhappyhfː [UI/UX] Combat rating formula updated, now factoring in Survivability and Skillset values from stats, traits, and skills. ːhappyheartː [UI/UX] Giant trees now feature gradient transparency for improved background visibility. ːhappyheartː [UI/UX] Gathering Root updated with a new animator and active particle effects. ːhappyhfː [UI/UX] Fixed Path Codex issues and updated it with recent additions. ːhappyheartː [UI/UX] Enhanced visibility overhaul for all constructions and base character vision. ːhappyhfː [Fix] Corrected various problems affecting project file locations. ːhappyhfː [Internal] Conducted a significant PathDB Clean-up, removing over 1000 unused definitions. ːhappyhfː [Internal] Preparation for public playtest build with fixes and removal of outdated elements.
So, what are you waiting for? Jump into the Playtest Build, explore the new features, and let us know what you think. Every piece of feedback counts in making TFM better, more engaging, and more enjoyable for everyone. ːkrstarː
We're all ears and can't wait to hear your thoughts on the new changes and improvements. Your participation in this playtest phase is not just valuable – it's essential. Together, let's make TFM a game that we all love even more! ːSmallRedHeartː
As always, have a wonderful weekend, and a huge THANK YOU for being such an amazing community. We're excited to see where this journey takes us, together! ːgearthumbsupː
Our game has been out for nearly a month, how have you found it so far? This month, we talk about what updates we are pushing, what new updates we’re working on as well as more interviews!
Showcase
We were showcased in the “Next on quest – November 2023” Meta video! What an honour it is! If you could, please head on over and send your love to Space Salvage, it would help us out a lot!
We have heard you loud and clear from the discord feedback and from the reviews given on our store page! Firstly though, we would like to thank you all for spending the time to give us feedback to make Space Salvage even better! Now let us get onto what’s been changed!
1.05 UPDATE
We know a lot of people have asked for the controls to be swapped around and we are working to push this as fast as we can. So do not worry! Your feedback has been heard and we will now give you the option to switch your controls. Pressing the options button will open up the options and give you the choice to switch. New profile creations will have the option straight away.
Another option we have added is allowing you to use the thumbsticks to control your pod instead of the virtual controls, to give you better ease of access if you need it!
If you want to give us some more feedback, why not leave a review or join our discord, we are all ears.
1.1 UPDATE
A little teaser into the next 1.1 update. New missions will be available with a little side story to boot! A company called Gumshine has been doing something dastardly towards the glowbugs! Will you be able to find out what they are doing? Will you be able to save them? Do you even want to save them?
Still unsure? Do not worry, here are some images of the Gumshine company, maybe their appealing branding will sway your opinions
Gumshine also have some…questionable equipment. Is that… a mosquito?
Unable to decide? Do not worry, in our DEV BLOG we have a lot of images and animations of the glowbugs and so on that might change your opinion! Go and check them all!
INTERVIEWS
Did you catch our last interview with our VFX Artist? If not, head on over to our YouTube to watch our last broadcast!
Our next interview has been set up with our Lead Programmer Corrin Wilson! It will be on the 6th December 19:00 GMT.
So if you want to know who did the majority of our coding, made our game smooth and want to ask him how? Then add it to your calendars folks!
What part of Space Salvage would you specifically like to know about for our next interview? Join our discord and let us know!