Hello Gadgeteers! We are proud to present to you another mini-update for Retro Gadgets, this time focused on adding support for different case types for the Gadgets.
In the motherboards drawer you can now select between transparent and opaque plastic for your gadget cases.
Transparent cases can be painted with the airbrush and will maintain their transparency while stickers remain opaque. You can achieve some really cool aesthetics by combining the two effects!
Right now we only have two types of cases, but we have a bunch of ideas to add more if you like this feature.
But that's not all! We also:
Added a new motherboard shape that acts as a Y junction for 1x1 elements
Tweaked the art of the multitool port module in a way that is less visible and looks better when using the transparent shells
Fixed a bug that caused the game to crash when the cell size of the pixel editor was set to 0
Thank you all for your continued support of Retro Gadgets! We will be back soon with another mini update and Story Mode previews!
I'm posting a few fixes and updates in todays patch before I lock everything down and start integrating the chapter 3 content. I've completed all assets for the new content update and it's time to put everything together.
This update adds pre-caching for all space content. You will notice that resources are being loaded when the game launches. This means a longer load to the main menu of the game, however, load times to space while in the game with be much faster. I also did a bit of work on load times for transitions between ground locations and will continue to work on this.
You will also find a new "Dark Space" option on the video options screen. This will set a single high resolution sky throughout the game. I felt this was a good option for players who would prefer a more realistic experience when flying through space. If you enable this at the main menu, loading a save will apply the new setting. If already in the game and in space, you will need to save and reload to see the changes.
Join Bumpy McSquigums as he streams Stellar Tactics live on the store page over the holidays. Here is the full schedule:
All streams will start at 1 PM EST and last 2 hours assuming no technical issues. December 21 December 22 December 23 December 27 December 28
As always, thank you for supporting Stellar Tactics.
Notes for this patch: UPDATED: The game now pre-caches content when first loading the game. This results in transitions from ground to space loading much faster than before. Your mileage may vary. UPDATED: Improvements in loading speed between ground mission areas. UPDATED: Using the character info, inventory, log, and ship UI now pauses the game while in space. UPDATED: Asteroid fields indicated by [AF] in the star system object list on the star map and in space are now named "Asteroid Field [AF]". [AF] wasn't good enough. ADDED: The video options screen now has an option for "Dark Space". This will set a single space material taken from public domain imagery of the Milky Way galaxy. I'm adding this for those of you who would prefer a more realistic space background. When enabling this option, you will need to exit and launch the game again for the option to take effect. FIXED - Raider base story location - lighting and transition from last level to previous level location. FIXED - Crew members would occasionally spawn above floor level in some areas. FIXED - Map zoom in/out now matches the environment zoom mouse wheel settings. In - mouse wheel forward. Out - mouse wheel back. FIXED - Disabling autosaves from the options menu was not functioning as expected. FIXED - In a few instances, NPC's turned hostile could end up invisible. For example, Lazlo Eklund. FIXED - Crew members equipped with armor, weapons, devices, and shields cannot be dismissed. You must remove all gear from a crew member before dismissing them in the crew manager. This resolves a problem where the crew could be dismissed, destroying story-critical devices like the Aznari Scanner and Psionic Amplifier. FIXED - Missing planetary description info when targeting Coven base during story content mission. FIXED - Ship pitch control would invert when flying in certain directions while using the keyboard controls. Tuned keyboard controls so they are more responsive. FIXED - A bug that would fail to display planetary mining node scan data.
Other recent patches: 11/14/23 - 0.722b Fixed: Cargo volume on the "Ship" screen was not displayed correctly when various sorting filters were applied. Fixed: Ship equipment on the "Ship" screen did not display the correct quality indicators in the cargo list. Fixed: If you had very high skill in mining, and perks selected (+Mining speed), it was possible that you could depleted an asteroid before fully heating the asteroid. I adjusted the minimum bracket scaling to compensate for this.
11/3/23 - 0.722 Fixed - Ship repair components should not be rewarded from asteroids - really - I really hope so this time :) Fixed - When mining, the asteroid "heat" bar would flash and disappear when mining. A bit of tuning on the new mining system:
--The "Lower" indicator of the "sweet spot" when mining is decreased further with mining skill. At higher levels of mining skill, it was possible that an asteroid could be depleted before it even warmed enough to enter the "ideal heated" state.
--Increased the amount of ore generated overall when mining. The new system feels a bit slower because asteroids are being depleted at a slower rate - however, the amount of ore mined is greater than before over the same amount of time. Increasing the amount of heat (changed above) and increasing the amount of ore generated should bring things back to where they were before - if not better.
--Increased the amount of heat generated during a pulse.
--I should mention, some asteroids are "clunkers". This is by design. You can usually tell when you crank the energy on a turret to max and after a few pulses, it has not heated significantly. It's best to stop mining that asteroid and move on...
11/1/23 - 0.721 Fixed - Cargo inventory was not being displayed correctly. This was a display only issue and did not affect the items in your cargo. Let me know if you see any further issues related to ship cargo not being displayed. Fixed - If an asteroid was clicked rather than actually targeted by first selecting a turret, the asteroid would incorrectly think it was already targeted and could not be mined. Fixed - In some cases, stopping mining could leave an asteroid in a state where it could not be targeted by other mining turrets. Fixed - Asteroids were rewarding ship repair components - ooops!
✨Outwardly Perkunte is an attractive young man with a steady and low-profile personality, speaking in a well-organized manner. As a self-proclaimed sorcerer who aspires to explore the world, he seems to get along well with humans, yet he still remains his pride as a dragon. As the Thunder of Order, any violation of laws may trigger his punishments with lightning and thunderbolt damage. Summon him, strike your enemies with the power of thunder and lightning. 🚀Brand-New Season! Span-New Game!
United Penguin Kingdom: Huddle up is now available on Steam! It's a free version of the full-game United Penguin Kingdom, featuring the first game year.
Here are the patch notes for 1.2.22, which just went live on Steam and will shortly be live on our other platforms.
Fixes
Fixed an issue where players could remain soft-locked at the end elevator of the Orthus Offensive mission when dealing too much damage to the Karnak Twins in the double ambush encounter.
Fixed an issue where ongoing chain weapons special sawing attacks were not interrupted if a stealth ability was activated (e.g. Veteran "Infiltrate" or Zealot "Shroudfield").
Fixed an issue where the animation for ongoing chain weapons special sawing attacks would incorrectly appear as being interrupted if activating some abilities (e.g. Veteran "Voice of Command" or Psyker "Venting Shriek").
Fixed an issue where no HUD icon would be displayed for the Zealot talent "Duellist".
Fixed an issue where the text in the prompt to start Interrogator hacking events could overflow outside of the intended UI.
Fixed an issue where multiple pocketable items would combine with each other upon being dropped on the death of the player who was carrying them.
Fixed an issue where the number of completed Penances shown in the Penances Summary menu was lower than intended.
Fixed an issue where multiple voice lines could be played at the same time upon returning to the Mourningstar after successfully completing the Orthus Offensive special assignment.
Fixed an issue where an incorrect voiceline could be played during the mission briefing sequence for the Warren 6-19 mission.
Fixed an issue where the Psyker headgear "Witchshroud" cosmetic item was displaying an incorrect Obtain Source information.
Fixed an issue where multiple horde and roamer enemy sound effects could be triggered at the same time.
Fixed an issue where defeating Karnak Twins was displayed as a required condition to unlock Penances not related to the Orthus Offensive.
Fixed an issue where the eyes of the player characters could incorrectly appear at a lower level of detail in the mission ready screen.
Tweaked bots to prioritise reviving downed players over other actions.
Fixed an issue where the Zola's voiceover related to the Orthus Offensive could be triggered incorrectly when accessing the Mourningstar.
Removed Horde type music from ambush events.
Fixed an issue where the gas cloud released by the Karnak Twins when escaping did not disappear after some time.
Dev Note: Farting and darting should now be nerfed /s.
Fixed an issue that prevented Zealot Shroudfield combat ability from entering cooldown when sprinting and activating the ability at the same time.
Fixed an issue where Zealot headgear “Suppliant’s Hood” would clip with some beard styles.
Fixed an issue where the voice filter effects from head gear cosmetics were not applied to some class ability voicelines.
Hello everyone! Peanut from RedDeer.Games speaking! I’m here today to tell you more about Tell Me Your Story – the amazing title our Game Development Team is putting their hearts into.
Tell Me Your Story is being developed by a small team. It’s mostly made up of women - very talented and experienced ones at that! They’ve taken part in the development of quite a few of RedDeer.Games’ original pieces. I will talk more about the team in the near future when we have more to show you and tell you about!
The inspiration for the game comes from many titles the team had played before and what captured their attention most. I’m talking about the relaxing puzzles of A Little to the Left, but turned more into a story you’d see in a journal, a diary, or a flipbook.
The simplicity, charming artwork, and wonderful, old-timey tales are key points of Tell Me Your Story. The inspiring titles that filled the dev team’s hearts and minds with hopefulness and homey feelings, on top of bringing many things together, are Unpacking and Assemble with Care to name a few.
TMYS was also made with an easily approachable narrative, without language or age barriers. This is why there’s little to no text in the game and why there are so many interactive elements. Pick up, put down, move around things like you’re doing it with your own two hands, and immerse yourself in the warm reality of Tell Me Your Story.
Right now the Development Team is completing all the animations, sounds, music, and fundamental mechanics of the game. From what I can tell by scouting the office, they’re focusing on delivering a demo version of the game so you can see for yourselves what TMYS is about.
Oop, they’re calling me!
Toodaloo, friends! Stay tuned for more updates about what the Tell Me Your Story team is up to!