Fixed : an issue where decorative plants would disappear after loading the game.
Fixed : items that were placed in the caravan or trailer sinking into the ground.
Fixed : Coins placed into the machine were not being removed from inventory.
Some building, items can't use new move mode (Press F)
Fixed : Can't build fence or any building, items on slope terrain
Wooden gates and fence doors are now being saved correctly.
Items on the ground no longer disappear when the game is loaded.
Hello Everyone,
This will be the final patch for the Test Branch. I'll be moving it to the Default Branch next month, but all future features and fixes will still be introduced in the Test Branch first. You can continue to test new systems before other players by playing on the Test Branch.
Please check the patch note below.
Optimization
Level Streaming Improvements: All Sectors
Reduced Runtime Memory Usage (by approximately 700MB)
Reduced Project Size
Improved NPC Hair and Clothing Physics Handling (Physics are suspended when off-screen)
Infected Corpses with no items will be automatically removed when players move out of range
Additional Feature
Added an RTX DLSS Option: To enable it, navigate to Options -> Graphic Settings
Fixed: Custom building walls had incorrect rotation when crafted.
Fixed: Trailer and caravan parts were not being saved.
Fixed: Vehicle parts that were already unlocked were not being saved.
Fixed: Mist and rain weather still had sunlight.
Fixed: Seed sack icon did not update after planting.
Fixed: Flashlight battery did not update.
Fixed: Items attached to the wooden cart would sink through the ground every time the cart was unmounted.
Fixed: Items attached to the wooden cart sometimes remained attached even after the player moved them out from the cart.
Fixed: Rotation bug when mounting the cart.
Fixed: Onhand carrying item still attached to the player when mounting the cart.
Fixed: Unable to attach decoration plants to pickup trucks or carts.
Fixed: Locker position bug.
Fixed: Camera and animation froze while filling the vehicle gas tank.
Fixed: Collision issue between carrying items and UI (when carrying items like gas cans, clicking the item icon caused the character to throw the gas can).
Fixed: Prevented left and right mouse clicks when using carrying item actions (e.g., Gas Can).
Fixed: Ember particles still existed even after infected bodies were removed.
Fixed: Trailer spawner starter floated in the air.
Fixed: Bow UI did not remove and duplicated when the player died while carrying a bow.
Fixed: FPS dropped significantly when spawning infected.
New Features
Ore Rework : The ore system has been reworked.
Ore Model Changes : Updated the models for ores.
Interactive Garage Door : Added an interactive garage door to the gas station.
Seed Sack Animation Rework : Improved the animation for using seed sacks.
Custom Building : Added the ability to add doors and windows to custom buildings.
Custom Building : Added 3D model displays when choosing parts for custom buildings.
Custom Building : Implemented the ability to save custom building.
New Crops : Added three new crops - Potato, Carrot, and Wheat.
Alien Pole, Nest, and Biomes : Enhanced animations and interactions for alien poles, nests, and biomes.
NPC Tank Behavior : New behavior with Rocket Launcher
New Item [ Tool ] : Added the Coffee Grinder tool to produce coffee powder.
New Item [ Material ] : Added Coffee Powder as a new material item.
New Item [ Seeds ] : Introduced new seed items - Potato with Sprout, Carrot Seed, and Wheat Seed.
As always they SHIP WORLDWIDE for one low, flat rate. And if you order RIGHT NOW, you get a sweet little Black Friday discount. Not sure how long that lasts (It's a Makeship event, not ours) so you may wanna jump on quick.
Speaking of jumping on quick, these fellers are only available until DECEMBER 15TH. So, don't delay! Also, the lads at Turtle Pals Tapes still have a few Vinyl OST box sets left. Just a hair over only THIRTY remain at the time of writing. If you're interested, ACT NOW!
Quick hotfix, makes new assets load properly. Sorry for the inconvenience!
Bugfixes:
- Fixed regression causing the local database not being able to store any newly downloaded assets, causing them to not load (reported by @j4.lc, issue #780)
We hope you're all enjoying the latest multiplayer patch and have picked up a bunch of great games on sale during the Steam Autumn Sale!
This week we have a very special Let's Play session to share.
Beamdog CEO Trent Oster and MythForce Project Director Luke Rideout team up with legendary Voice Actors Mark Meer ( Voice of Deadalus / Commander Shepard) & Nikki Rae Hallow ( Voice of Victoria).
Will Nikki lead the team to victory? ⚔️ Does Mark have what it takes to face-off against himself in-game? 🧛 Find out this week on MythForce! 📺
Added: Insider trading files can be found on computers.
Added: Specific player actions (Chatter mentions) have influence on the stock market direction. Usually actions have impact on company and/or on the industry. Happy learning how it works!
Changed: slight balancing on detection rates
There's couple of quality of life issues that I will address next for stock market:
In the last SITREP (Another Big Bang) I already gave a general intro to the expansions coming to Cogmind, including Subcaves, Scraptown, the improved combat log, and lots and lots of new tech embodied in more than 100 items to come. Since then I've been working on implementing more of that stuff, specifically having completed over 100 of those new items, some of them incredibly involved--there's definitely something in there for everyone :)
Over on the dev blog I've been picking out a select few mechanics to write about and tide you over until all the new toys are in your hands, so I thought I'd offer a quick summary of those progress updates here to let you know. (Also there's a surprise at the end :D)
"Post-Balance" Cogmind Item Expansion
This article introduces the series with info about where Cogmind item development goes from here, a review of balancing levers, and a new lever in the form of "chargeable" items.
More art samples from among the newer (and crazier) items I've put together since last time:
I just like looking at latent energy:
Also reasons :)
Teleportation Mechanics
Teleportation Mechanics is kinda spoilery, but yeah there are several ways to teleport in Cogmind, and more are coming.
If you have yet to be blessed by NEM, you're in for a treat one day.
Special Events Give Back, and Perfect Stealth
The ID Mask will no doubt be a hot item if you can get your hands on one. Plus talk about using special modes as design test beds.
You can do that?
A Simple Approach to Player-Designed Robots
Read all about the Botcube. Have no friends? Do the HoZ hate your guts? Well you'll just have to make your own. You want the Botcube.
o_O
Projectile Deflection
Who said projectiles must go straight? Guided projectiles already tell us that's not necessary, and the new projectile deflection mechanic adds a bit of chaos to the mix. It's only a matter of time before Cogmind has you swatting away projectiles with your energy blade. Even better is swatting them into nearby enemies ;)
Missile go thataway...
We Zoomin'
I've always wanted to experiment with optional scaled interface designs. and although the plan was to do this sort of thing more around 1.0 (an arbitrary designation at this point :P), most recently I've put content development on pause to run some of these experiments to see where they lead.
Check out map zoom toggling in action:
Doubling the map size is the only option there, since it must still obey all the rules of the terminal architecture. That sample is using the base size 12 font, so is only a 720p window, while most people are playing at a higher resolution than that (not that resolution actually matters in Cogmind anyway--the point is each map tile occupies four times its original screen area).
Here's a crisp version of the cover image scene, also from a 16:9 720p window. (And a link to the demo gif above.)
Results are promising so far and I'm hopeful this will be an optional feature for the next release.
Perhaps even more unexpected, I'm thinking of fast tracking the longer-term concept of full UI scaling with a new layout design, offering the option of sacrificing some data and convenience for size. However, trying to build and release these features sooner than originally planned will delay much of the new content, since we've got these 100+ items and dozens of new robots ready to go, but their homes have yet to be fully constructed!
Anyway, more info on this design direction will be coming to the dev blog soon.
Wildlands Resurgence will have better mechanics a proper inventory and better building system and it will have a lot more items and the game will be multiplayer and Single-player