It’s the most wonderful time of the year! Celebrate winter with the new update ✨
What’s new?
🌟 Achievements are out
For those of you who go achievement hunting! Populate your settlement with a crazy number of people, become a proper scientist and focus on research, turn into a chicken… There’s a lot of stuff to do, so jump into the game and start unlocking 💥
🕊️ Seagulls just landed on your deck
Bring the seagulls to your settlement and let them do the work for you! It's a new different way to transport resources. Simplify the process by only relying on them, or mix them up with settlers, bots, or parrots. Breed them in the new Ranch building, get different rarity eggs, incubate them, and take care of them by building a Seagull Feeder. With their help, everything will work like a well-oiled machine ⚙️
🤠 Ranchin' time
Introducing the new Ranching stat for settlers, featuring the new mechanics! New equipment and traits also allow you to raise that stat, increasing the chance of getting rarer seagulls, which last longer and move faster 💫
🐭 Mice are nice! They eat cheese slice
You can now build mouse houses can be built by getting mice from a trader on a certain island. These cute rodents will bring resources to adjacent buildings, giving you more control over what gets delivered where! No need to worry when your settlers are busy anymore - just don't forget the cheese tax 🧀
This part of the update is made to help the AI meet your needs, so let us know what you think of these new features! Your settlers can still do everything, while animals can only perform specific tasks. Their behaviour might be simplified, but they offer better management of more specialized work!
⛄ Winter has come
Put on a Santa hat because it’s gonna get cold! Embrace the magical winter atmosphere - install Fairy Lights on your buildings, decorate your deck with a snowglobe, and get ready for a snowfall ❄️
Hope you enjoy the new stuff! Let us know what you think here, on Steam forums, and of course on our Discord server!
Wishing you a wonderful holiday season and a very happy 2024 💙✨
v0.70.5 Full Patch notes: Features: - Added Seagull Perch, Seagull Feeder and Seagull Ranch to breed your own seagulls - Added Ranching stat to settlers - Added Rancher trait - Added 3 new ranching equipment - Incubator can now be upgraded to Electric Incubator, working 2x faster - Incubator can now incubate seagull eggs - Storage boxes now have a new wooden appearance - Added a new decorative: Fairy Lights - Added Seagull raft encounter - Added snow weather effect every 50 days - Added new witch item: Snow spellbook - Added achievements - Mice are now available to purchase from cow island's trader - Added christmas hat accessory - Added snowglobe decoration building (requires Santa) - Added new building setting to keep producing outputs even if one output slot is full (e.g. drumsticks at grills, water at Desalination Plants) - Added seagull perch building for idle seagulls to rest on
Balancing: - Birdhouse fish now last longer: 60s -> 300s - Birdhouse fish speed boost reduced: 1.5x -> 1.25x - Human cannons' speed increased by 50% - Added 4 new world settings, including a setting to increase max level of 'More Cranes' and 'More Oil Rigs' research
UI: - Building info panel now has two rows of buttons at the top - Storage panel now includes new items and its UI is widened
Changes/Fixes: - Animals tab now unlocks after Housing research - Kewi nest is now unlocked through 'Boatyard' research - Igloo is now unlocked through 'Bars' research - Fixed bug where fences appeared on the chicken coop deck area - Fixed bug where air engine 'check supplies' broken UI and ingredients - Fixed gazebo not having a cooldown - Fixed drinking fountain output slot blocking fire panel - Fixed bug where sometimes settlers did not work - Minor optimization to AI worker job calculation
I am pleased to invite you to the 2nd official playtest.
The feedback from the 1st playtest has been incorporated and more content has been added. TacTanks is still under development, but it's already worth trying out. Your feedback is very important to improve the game. You can contact me at any time via the Discord server or the online form. You can find the links in the menu in TacTanks or on the Steam store page.
Thank you for your support and have fun trying out TacTanks!
Thank you for playing "CUSTOM MECH WARS". The following updates have been made.
Update Information Dec 20, 2023
Improved the following points - Fixed problem with Steam Deck not playing sound. - Increased "Gold & Rare Metals" for mission clear rewards. - Increased drop limit and drop probability of parts. - Fixed a bug that the clear judgment was sometimes incorrect when clearing a mission. - Fixed a bug that the game progress might stop when certain operations are performed right after the mission starts. - Fixed other minor problems. We look forward to your continued support of "CUSTOM MECH WARS". Team CMW
With our Early Access date just around the corner, we're aiming to share a series of announcements about the mechanics and game world components that New Cycle will have in Early Access, as well as our future plans for them, both with a devlog and in the form of smaller explanatory pieces.
For this purpose, we'll try to convey some details on Trade and Regions as the first week's topics of focus.
Trade:
In the early access version, traders representing other settlements, large and small, struggling to survive like you, will visit our settlement from time to time to barter with you.
Merchants will have different goods according to the background stories of their communities and will demand different goods from you in return. These differences will always lead to partial variations in the base values of demanded and offered items in trade. (E.g. a small community living in an old quarry may be less receptive to your offer of stone, while they may place more value on resources far from their reach, such as fish).
Exchange rates and the overall value of the products that can be offered will vary according to volume. An example scenario would be a small community with all their processed metals, but without an unlimited supply of more advanced goods such as Medicine, Clothes and Power Tools, which they may demand in return. When making a counter-offer, you’ll need to take into account the gradually declining base value of the products you offer, sometimes having to part with them for next to nothing, depending on the circumstances.
According to our roadmap, in the second major update, you'll be able to display these communities that you can trade with on your regional map alongside having the chance to make timed trade agreements. With the addition of a "trade hub" building to the game universe, we aim to expand the trading mechanics with more coordinated additions, allowing the player to make trade agreements based on much more specific rules.
In the same update, you'll be able to procure special goods defined as 'luxury goods' from some communities. These goods, which you can't access with your own production capability (such as Tobacco, Sponge and Salt), will have annual consumption rates according to the number of people in your settlement. You'll have the chance to plan permanent trade agreements on a scale that will meet the needs of the community for a certain period.
Regions:
An adventure of discovery that starts with neighboring lands outside your settlement will lead you to learn about the whole of a vast geography and to encounter many strings of events. However, the outside world will not just consist of small stories to be explored and consumed. We offer gameplay in which the entire geography can hold different risks and resources according to its environmental conditions, where you can build outposts, functioning as satellites that contribute to your settlement's production, as well as transferring resources from them to your city via railroad networks according to your level of development.
While we will be able to offer a limited amount of external world and exploration-oriented narratives in Early Access, we believe that the Region mechanics and the balance of management and resource traffic between your settlement and these units will greatly contribute to gameplay.
In the World Map view, there are different visible layers such as the ownership status, production efficiency and infrastructure status of Regions. According to our roadmap, we aim to complete these layers with diplomacy, which will be added in the future.
Next week's headlines : Conveyor Belt System & Disasters and Universal Interactions
Hello Inner Earth’s Creatures! In the update of V0.1.1.1220b, we have made the following changes:
Bug Fixed
1. Fixed an issue where Trajectory Pick can’t generate a highly-penetrating trajectory in BOSS fight. 2. Fixed an issue where player’s grave may not be generated at the correct death position. 3. Fixed an issue where Hotkey can’t be effectively saved being modified. 4. Fixed an issue where item sent out by Deliverer may not be received by machine. 5. Fixed an issue where the steam achievement “Crush and Destroy” (killing the giant boss without taking any damage) did not take effect. 6. Fixed an issue where Apostle No. 12 be killed in advance cause the following mission can’t be finished on Core Level 5. 7. Fixed an issue where the guide mark of the “Look for the experimental” mission on Core Level 2 may not be displayed. 8. Fixed an issue of repeated drops of rewards when the monster girls affection reaches level 5. 9. Optimized the frame rate of Core Town. 10. Optimized the UI adaptation under [3440x1440] resolution. 11. Increased the burning value of Paulownia Charcoal. 12. Optimized the power loads of Small Power Box, Medium Power Box, Wooden Power Pole and High Voltage Tower. 13. Optimized the use and production of Fertilizer. Now fertilizer can be produced by the crafting table, and player will automatically learn the production method of Intermediate Fertilizer when reach to Core Level 2 and the production method of Advanced Fertilizer when reach to Core Level 5.
Beta build 12 now up. Fixes various issues. Changelog:
- aim mode now slows the player down to a near-halt: - aiming does not provide a boost in accuracy and is meant to be used to aim at low or high objects - this change was introduced to dissuade people from using aim mode as a placebo accuracy increase, not understanding its purpose, and resulting in not understand why their bullets kept flying at light bulbs instead of at enemies
- fixed incorrectly spreading fire and gas (did not travel on some tiles that it ought to have) - fixed a crash that occured when clicking the mouse on the ammo type selection screen with a weapon that doesnt have any ammo types - fixed game not counting gun kills - fixed a crash related to startled enemies - fixed goons not having their animations updated when they are set on fire and lose their weapon - fixed gas grenades kicking goons out of their burning state - fixed several instances of goons not dying when on fire - unconscious goons will now immediately die when affected by fire - goons will now react to their friends being on fire - goons now react to fire in a more aggressive way - molotov cocktails now make noise when they shatter & start a fire
As I mentioned in the last update, I have created a walkthrough in case you get stuck or want some help getting all the endings. The walkthrough is available to everyone who has the game in a new folder called 'extra'. Do NOT look at the extra content if you don't want spoilers!
To access your game files, right click on the game name in your library and then navigate to 'manage' and then 'browse local files'.
As a bonus, just for fun I have also included a character sheet. It includes new images of all the characters in the game! Both the walkthrough and the character sheet are pdf files and they are both found in the 'extra' folder.
Thanks again for playing Sapphic Space. I hope your New Year's is extra sparkly!